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+} + +a.internal-link[href$="#Actions"][title="Duration or Frequency"] { + background-image: url("data:image/svg+xml,%3Csvg version='1.1' xmlns='http://www.w3.org/2000/svg' width='20' height='20' viewBox='0 0 20 20'%3E%3Ctitle%3Ehour-glass%3C/title%3E%3Cpath d='M15.6 4.576c0-2.139 0-2.348 0-2.348 0-0.789-2.508-2.228-5.6-2.228-3.093 0-5.6 1.439-5.6 2.228 0 0 0 0.209 0 2.348 0 2.141 3.877 3.908 3.877 5.424 0 1.514-3.877 3.281-3.877 5.422s0 2.35 0 2.35c0 0.788 2.507 2.228 5.6 2.228 3.092 0 5.6-1.44 5.6-2.229 0 0 0-0.209 0-2.35s-3.877-3.908-3.877-5.422c0-1.515 3.877-3.282 3.877-5.423zM5.941 2.328c0.696-0.439 2-1.082 4.114-1.082s4.006 1.082 4.006 1.082c0.142 0.086 0.698 0.383 0.317 0.609-0.838 0.497-2.478 1.020-4.378 1.020s-3.484-0.576-4.324-1.074c-0.381-0.225 0.265-0.555 0.265-0.555zM10.501 10c0 1.193 0.996 1.961 2.051 2.986 0.771 0.748 1.826 1.773 1.826 2.435v1.328c-0.97-0.483-3.872-0.955-3.872-2.504 0-0.783-1.013-0.783-1.013 0 0 1.549-2.902 2.021-3.872 2.504v-1.328c0-0.662 1.056-1.688 1.826-2.435 1.055-1.025 2.051-1.793 2.051-2.986s-0.996-1.961-2.051-2.986c-0.771-0.75-1.826-1.775-1.826-2.438l-0.046-0.998c1.026 0.553 2.652 1.078 4.425 1.078 1.772 0 3.406-0.525 4.433-1.078l-0.055 0.998c0 0.662-1.056 1.688-1.826 2.438-1.054 1.025-2.051 1.793-2.051 2.986z'%3E%3C/path%3E%3C/svg%3E%0A"); + color: transparent; + background-size: cover; + background-repeat: no-repeat; + display: inline-block; + vertical-align: baseline; + width: 1em; + height: 1em; +} +h1 a.internal-link[href$="#Actions"][title="Duration or Frequency"] { + color: transparent; + height: 1.375em; + width: 1.375em; +} +a.internal-link[href$="#Actions"][title="Duration or Frequency"]:hover { + color: transparent; +} +li a.internal-link[href$="#Actions"][title="Duration or Frequency"] { + vertical-align: middle; +} +.theme-dark a.internal-link[href$="#Actions"][title="Duration or Frequency"] { + background-image: url("data:image/svg+xml,%3Csvg version='1.1' xmlns='http://www.w3.org/2000/svg' width='20' height='20' viewBox='0 0 20 20'%3E%3Ctitle%3Ehour-glass%3C/title%3E%3Cpath d='M15.6 4.576c0-2.139 0-2.348 0-2.348 0-0.789-2.508-2.228-5.6-2.228-3.093 0-5.6 1.439-5.6 2.228 0 0 0 0.209 0 2.348 0 2.141 3.877 3.908 3.877 5.424 0 1.514-3.877 3.281-3.877 5.422s0 2.35 0 2.35c0 0.788 2.507 2.228 5.6 2.228 3.092 0 5.6-1.44 5.6-2.229 0 0 0-0.209 0-2.35s-3.877-3.908-3.877-5.422c0-1.515 3.877-3.282 3.877-5.423zM5.941 2.328c0.696-0.439 2-1.082 4.114-1.082s4.006 1.082 4.006 1.082c0.142 0.086 0.698 0.383 0.317 0.609-0.838 0.497-2.478 1.020-4.378 1.020s-3.484-0.576-4.324-1.074c-0.381-0.225 0.265-0.555 0.265-0.555zM10.501 10c0 1.193 0.996 1.961 2.051 2.986 0.771 0.748 1.826 1.773 1.826 2.435v1.328c-0.97-0.483-3.872-0.955-3.872-2.504 0-0.783-1.013-0.783-1.013 0 0 1.549-2.902 2.021-3.872 2.504v-1.328c0-0.662 1.056-1.688 1.826-2.435 1.055-1.025 2.051-1.793 2.051-2.986s-0.996-1.961-2.051-2.986c-0.771-0.75-1.826-1.775-1.826-2.438l-0.046-0.998c1.026 0.553 2.652 1.078 4.425 1.078 1.772 0 3.406-0.525 4.433-1.078l-0.055 0.998c0 0.662-1.056 1.688-1.826 2.438-1.054 1.025-2.051 1.793-2.051 2.986z' fill='red'%3E%3C/path%3E%3C/svg%3E%0A"); +} + +.callout[data-callout=statblock-pf2e] a.internal-link[href$="#Actions"][title="Single Action"] { + background-image: url("data:image/svg+xml,%3Csvg xmlns='http://www.w3.org/2000/svg' viewBox='0 0 2040 1024'%3E%3Cpath d='M1022 512L510 0 263 247l265 265-265 265 247 247 512-512zM185 329L2 512l183 183 183-183-183-183z'/%3E%3C/svg%3E"); + background-size: cover; + background-repeat: no-repeat; + display: inline-block; + vertical-align: top; + width: 1em; + height: 1em; + content: ""; + color: transparent; +} +.callout[data-callout=statblock-pf2e] a.internal-link[href$="#Actions"][title=Two-Action] { + background-image: url("data:image/svg+xml,%3Csvg viewBox='0 0 2040 1024' xmlns='http://www.w3.org/2000/svg'%3E%3Cpath d='M1018 512L507 1 261 248l264 264-264 264 246 247 511-511zM183 329L0 512l183 183 183-183-183-183zm1417 175L1152 56 935 272l232 232-232 232 217 217 448-449z'/%3E%3C/svg%3E"); + background-repeat: no-repeat; + background-size: 1.5625rem; + line-height: 1.5625rem; + vertical-align: top; + width: 1em; + height: 1em; + content: ""; + color: transparent; +} +.callout[data-callout=statblock-pf2e] a.internal-link[href$="#Actions"][title=Three-Action] { + background-image: url("data:image/svg+xml,%3Csvg viewBox='0 0 2128 1024' xmlns='http://www.w3.org/2000/svg'%3E%3Cpath d='m1025 512-512-512-247 247 265 265-265 265 247 247zm1098-10-360-360-175 174 187 186-187 187 175 174zm-1935-173-183 183 183 183 183-183zm1427 175-449-449-218 217 233 232-233 233 218 217z'/%3E%3C/svg%3E"); + background-repeat: no-repeat; + line-height: 1.5625rem; + vertical-align: top; + width: 1em; + height: 1em; + content: ""; + color: transparent; +} +.callout[data-callout=statblock-pf2e] a.internal-link[href$="#Actions"][title=Reaction] { + background-image: url("data:image/svg+xml,%3Csvg xmlns='http://www.w3.org/2000/svg' viewBox='0 0 2128 1024'%3E%3Cpath d='M1013 377q-23-71-82-128-60-57-143.5-94T603 105q-101-14-207 1-75 11-140 35t-116 58q-51 34-87 77-36 42-53 89 21-26 50-48 29-23 64.5-41t76.5-31q42-13 88-20 85-12 166-1t148.5 40.5Q661 294 709 340t66 103q18 58 2 113-17 55-60.5 100.5T605 735q-67 32-152 44-28 4-55.5 5.5t-54.5.5q63 14 131.5 17t137.5-7q106-15 190-56 84-40 138-96.5t75-125.5q20-68-2-140zM152 823l489 103-109-149 56-215-436 261z'/%3E%3C/svg%3E"); + background-size: cover; + display: inline-block; + vertical-align: middle; + width: 1em; + height: 1em; + content: ""; + color: transparent; +} +.callout[data-callout=statblock-pf2e] a.internal-link[href$="#Actions"][title="Free Action"] { + background-image: url("data:image/svg+xml,%3Csvg xmlns='http://www.w3.org/2000/svg' viewBox='0 0 2128 1024'%3E%3Cpath d='M516 0L267 250 0 518l509 506 515-515L516 0zM188 496l109-109 109 109-109 109-109-109zm311 380L386 763l251-251-245-246 124-124 359 359-376 375z'/%3E%3C/svg%3E"); + background-size: cover; + display: inline-block; + vertical-align: top; + width: 1em; + height: 1em; + content: ""; + color: transparent; +} +.callout[data-callout=statblock-pf2e] a.internal-link[href$="#Actions"][title=Varies] { + background-image: url("data:image/svg+xml,%3Csvg xmlns='http://www.w3.org/2000/svg' viewBox='0 0 32 32'%3E%3Cpath d='M16 2c-7.732 0-14 6.268-14 14s6.268 14 14 14 14-6.268 14-14-6.268-14-14-14zM28.998 15.952c-3.808 1.889-8.19 1.875-11.971 0 3.625-2.404 5.958-6.273 6.398-10.608 3.352 2.343 5.557 6.22 5.573 10.608zM22.46 4.735c-0.273 4.234-2.484 8.022-5.989 10.353-0.268-4.347-2.447-8.296-5.983-10.845 1.677-0.789 3.54-1.243 5.512-1.243 2.352 0 4.555 0.638 6.46 1.735zM9.471 4.776c3.532 2.354 5.708 6.151 5.974 10.359-3.9-1.941-8.413-2.028-12.389-0.238 0.365-4.322 2.853-8.040 6.415-10.121zM3.002 16.047c3.808-1.887 8.192-1.873 11.972 0.001-3.628 2.405-5.96 6.27-6.4 10.607-3.352-2.343-5.556-6.22-5.572-10.608zM9.542 27.266c0.273-4.236 2.478-8.021 5.987-10.354 0.268 4.352 2.447 8.295 5.984 10.844-1.676 0.79-3.54 1.244-5.513 1.244-2.352 0-4.553-0.637-6.458-1.734zM22.531 27.222c-3.534-2.354-5.711-6.145-5.976-10.359 2.035 1.013 4.237 1.523 6.442 1.523 2.025 0 4.045-0.455 5.949-1.314-0.357 4.334-2.845 8.064-6.415 10.15z'%3E%3C/path%3E%3C/svg%3E"); + background-size: cover; + display: inline-block; + vertical-align: top; + width: 1em; + height: 1em; + content: ""; + color: transparent; +} +.callout[data-callout=statblock-pf2e] a.internal-link[href$="#Actions"][title="Duration or Frequency"] { + background-image: url("data:image/svg+xml,%3Csvg xmlns='http://www.w3.org/2000/svg' version='1.1' width='20' height='20' viewBox='0 0 20 20'%3E%3Ctitle%3Ehour-glass%3C/title%3E%3Cpath d='M15.6 4.576c0-2.139 0-2.348 0-2.348 0-0.789-2.508-2.228-5.6-2.228-3.093 0-5.6 1.439-5.6 2.228 0 0 0 0.209 0 2.348 0 2.141 3.877 3.908 3.877 5.424 0 1.514-3.877 3.281-3.877 5.422s0 2.35 0 2.35c0 0.788 2.507 2.228 5.6 2.228 3.092 0 5.6-1.44 5.6-2.229 0 0 0-0.209 0-2.35s-3.877-3.908-3.877-5.422c0-1.515 3.877-3.282 3.877-5.423zM5.941 2.328c0.696-0.439 2-1.082 4.114-1.082s4.006 1.082 4.006 1.082c0.142 0.086 0.698 0.383 0.317 0.609-0.838 0.497-2.478 1.020-4.378 1.020s-3.484-0.576-4.324-1.074c-0.381-0.225 0.265-0.555 0.265-0.555zM10.501 10c0 1.193 0.996 1.961 2.051 2.986 0.771 0.748 1.826 1.773 1.826 2.435v1.328c-0.97-0.483-3.872-0.955-3.872-2.504 0-0.783-1.013-0.783-1.013 0 0 1.549-2.902 2.021-3.872 2.504v-1.328c0-0.662 1.056-1.688 1.826-2.435 1.055-1.025 2.051-1.793 2.051-2.986s-0.996-1.961-2.051-2.986c-0.771-0.75-1.826-1.775-1.826-2.438l-0.046-0.998c1.026 0.553 2.652 1.078 4.425 1.078 1.772 0 3.406-0.525 4.433-1.078l-0.055 0.998c0 0.662-1.056 1.688-1.826 2.438-1.054 1.025-2.051 1.793-2.051 2.986z'%3E%3C/path%3E%3C/svg%3E%0A"); + background-size: cover; + display: inline-block; + vertical-align: top; + width: 1em; + height: 1em; + content: ""; + color: transparent; +} + +a.internal-link[title="Common Rarity Trait"] { + background: rgb(232, 232, 232); + border-color: rgb(232, 232, 232); + background-clip: border-box; + border-radius: 0.3125rem; + border-style: solid; + color: rgb(0, 0, 0) !important; + cursor: help; + font-weight: 700; + padding: 0.0625rem; + margin: 0.125rem; + text-align: center; + text-indent: 0; + word-break: keep-all; + font-style: normal; + display: inline-block; + border-width: 0.0625rem; +} +li a.internal-link[title="Common Rarity Trait"] { + margin-bottom: 0; +} +.callout[data-callout=statblock-pf2e] a.internal-link[title="Common Rarity Trait"] { + margin-bottom: 0.75rem; +} +a.internal-link[title="Uncommon Rarity Trait"] { + background: rgb(152, 81, 61); + border-color: rgb(152, 81, 61); + background-clip: border-box; + border-radius: 0.3125rem; + border-style: solid; + color: rgb(232, 232, 232) !important; + cursor: help; + font-weight: 700; + padding: 0.0625rem; + margin: 0.125rem; + text-align: center; + text-indent: 0; + word-break: keep-all; + font-style: normal; + display: inline-block; + border-width: 0.0625rem; +} +li a.internal-link[title="Uncommon Rarity Trait"] { + margin-bottom: 0; +} +.callout[data-callout=statblock-pf2e] a.internal-link[title="Uncommon Rarity Trait"] { + margin-bottom: 0.75rem; +} +a.internal-link[title="Rare Rarity Trait"] { + background: rgb(0, 38, 100); + border-color: rgb(0, 38, 100); + background-clip: border-box; + border-radius: 0.3125rem; + border-style: solid; + color: rgb(232, 232, 232) !important; + cursor: help; + font-weight: 700; + padding: 0.0625rem; + margin: 0.125rem; + text-align: center; + text-indent: 0; + word-break: keep-all; + font-style: normal; + display: inline-block; + border-width: 0.0625rem; +} +li a.internal-link[title="Rare Rarity Trait"] { + margin-bottom: 0; +} +.callout[data-callout=statblock-pf2e] a.internal-link[title="Rare Rarity Trait"] { + margin-bottom: 0.75rem; +} +a.internal-link[title="Unique Rarity Trait"] { + background: rgb(84, 22, 110); + border-color: rgb(84, 22, 110); + background-clip: border-box; + border-radius: 0.3125rem; + border-style: solid; + color: rgb(232, 232, 232) !important; + cursor: help; + font-weight: 700; + padding: 0.0625rem; + margin: 0.125rem; + text-align: center; + text-indent: 0; + word-break: keep-all; + font-style: normal; + display: inline-block; + border-width: 0.0625rem; +} +li a.internal-link[title="Unique Rarity Trait"] { + margin-bottom: 0; +} +.callout[data-callout=statblock-pf2e] a.internal-link[title="Unique Rarity Trait"] { + margin-bottom: 0.75rem; +} +a.internal-link[title*="Alignment Trait"] { + background: rgb(102, 111, 153); + border-color: rgb(102, 111, 153); + background-clip: border-box; + border-radius: 0.3125rem; + border-style: solid; + color: rgb(232, 232, 232) !important; + cursor: help; + font-weight: 700; + padding: 0.0625rem; + margin: 0.125rem; + text-align: center; + text-indent: 0; + word-break: keep-all; + font-style: normal; + display: inline-block; + border-width: 0.0625rem; +} +li a.internal-link[title*="Alignment Trait"] { + margin-bottom: 0; +} +.callout[data-callout=statblock-pf2e] a.internal-link[title*="Alignment Trait"] { + margin-bottom: 0.75rem; +} +a.internal-link[title*="Size Trait"] { + background: rgb(82, 122, 95); + border-color: rgb(82, 122, 95); + background-clip: border-box; + border-radius: 0.3125rem; + border-style: solid; + color: rgb(232, 232, 232) !important; + cursor: help; + font-weight: 700; + padding: 0.0625rem; + margin: 0.125rem; + text-align: center; + text-indent: 0; + word-break: keep-all; + font-style: normal; + display: inline-block; + border-width: 0.0625rem; +} +li a.internal-link[title*="Size Trait"] { + margin-bottom: 0; +} +.callout[data-callout=statblock-pf2e] a.internal-link[title*="Size Trait"] { + margin-bottom: 0.75rem; +} +a.internal-link[title*="Action & Ability Trait"], a.internal-link[title*="Ancestry & Heritage Trait"], a.internal-link[title*="Armor Trait"], a.internal-link[title*="Class Trait"], a.internal-link[title*="Combat Trait"], a.internal-link[title*="Creature Trait"], a.internal-link[title*="Creature Type Trait"], a.internal-link[title*="Effect Trait"], a.internal-link[title*="Element Trait"], a.internal-link[title*="Equipment Trait"], a.internal-link[title*="Feat Trait"], a.internal-link[title*="General Trait"], a.internal-link[title*="Gravity Trait"], a.internal-link[title*="Hazard Trait"], a.internal-link[title*="Item Trait"], a.internal-link[title*="Morphic Trait"], a.internal-link[title*="Planar Trait"], a.internal-link[title*="Settlement Trait"], a.internal-link[title*="School Trait"], a.internal-link[title*="Spell Trait"], a.internal-link[title*="Tradition Trait"], a.internal-link[title*="Weapon Trait"] { + background: rgb(97, 20, 5); + border-color: rgb(97, 20, 5); + background-clip: border-box; + border-radius: 0.3125rem; + border-style: solid; + color: rgb(232, 232, 232) !important; + cursor: help; + font-weight: 700; + padding: 0.0625rem; + margin: 0.125rem; + text-align: center; + text-indent: 0; + word-break: keep-all; + font-style: normal; + display: inline-block; + border-width: 0.0625rem; +} +li a.internal-link[title*="Action & Ability Trait"], li a.internal-link[title*="Ancestry & Heritage Trait"], li a.internal-link[title*="Armor Trait"], li a.internal-link[title*="Class Trait"], li a.internal-link[title*="Combat Trait"], li a.internal-link[title*="Creature Trait"], li a.internal-link[title*="Creature Type Trait"], li a.internal-link[title*="Effect Trait"], li a.internal-link[title*="Element Trait"], li a.internal-link[title*="Equipment Trait"], li a.internal-link[title*="Feat Trait"], li a.internal-link[title*="General Trait"], li a.internal-link[title*="Gravity Trait"], li a.internal-link[title*="Hazard Trait"], li a.internal-link[title*="Item Trait"], li a.internal-link[title*="Morphic Trait"], li a.internal-link[title*="Planar Trait"], li a.internal-link[title*="Settlement Trait"], li a.internal-link[title*="School Trait"], li a.internal-link[title*="Spell Trait"], li a.internal-link[title*="Tradition Trait"], li a.internal-link[title*="Weapon Trait"] { + margin-bottom: 0; +} +.callout[data-callout=statblock-pf2e] a.internal-link[title*="Action & Ability Trait"], .callout[data-callout=statblock-pf2e] a.internal-link[title*="Ancestry & Heritage Trait"], .callout[data-callout=statblock-pf2e] a.internal-link[title*="Armor Trait"], .callout[data-callout=statblock-pf2e] a.internal-link[title*="Class Trait"], .callout[data-callout=statblock-pf2e] a.internal-link[title*="Combat Trait"], .callout[data-callout=statblock-pf2e] a.internal-link[title*="Creature Trait"], .callout[data-callout=statblock-pf2e] a.internal-link[title*="Creature Type Trait"], .callout[data-callout=statblock-pf2e] a.internal-link[title*="Effect Trait"], .callout[data-callout=statblock-pf2e] a.internal-link[title*="Element Trait"], .callout[data-callout=statblock-pf2e] a.internal-link[title*="Equipment Trait"], .callout[data-callout=statblock-pf2e] a.internal-link[title*="Feat Trait"], .callout[data-callout=statblock-pf2e] a.internal-link[title*="General Trait"], .callout[data-callout=statblock-pf2e] a.internal-link[title*="Gravity Trait"], .callout[data-callout=statblock-pf2e] a.internal-link[title*="Hazard Trait"], .callout[data-callout=statblock-pf2e] a.internal-link[title*="Item Trait"], .callout[data-callout=statblock-pf2e] a.internal-link[title*="Morphic Trait"], .callout[data-callout=statblock-pf2e] a.internal-link[title*="Planar Trait"], .callout[data-callout=statblock-pf2e] a.internal-link[title*="Settlement Trait"], .callout[data-callout=statblock-pf2e] a.internal-link[title*="School Trait"], .callout[data-callout=statblock-pf2e] a.internal-link[title*="Spell Trait"], .callout[data-callout=statblock-pf2e] a.internal-link[title*="Tradition Trait"], .callout[data-callout=statblock-pf2e] a.internal-link[title*="Weapon Trait"] { + margin-bottom: 0.75rem; +} + +:is(.pf2e) .markdown-embed { + border: none; + border-radius: 0; + margin: 0; + padding: 0; + position: relative; +} +:is(.pf2e) .markdown-embed .embed-title, +:is(.pf2e) .markdown-embed .mod-header { + display: none; + gap: 0; + padding: 0; +} +:is(.pf2e) .markdown-embed-link svg, +:is(.pf2e) .markdown-embed .file-embed-link { + height: 18px; + width: 18px; + right: 0; + top: 0; + text-align: center; + vertical-align: middle; +} +:is(.pf2e) .markdown-embed-source-view.invisible-embed, :is(.pf2e) .markdown-embed-rendered.invisible-embed { + --embed-border-left: 0; + --embed-border-right: 0; + --embed-padding: 0; +} +:is(.pf2e) .markdown-embed .markdown-embed-content { + max-height: unset; + overflow: unset; +} +:is(.pf2e) .markdown-embed .markdown-embed-content > .markdown-preview-view { + overflow-y: unset; +} +:is(.pf2e) .markdown-source-view.internal-embed.markdown-embed-title { + border: none; + border-radius: 0; + margin: 0; + padding: 0; + position: relative; + display: none; + gap: 0; + font-size: 0; +} + +:is(.pf2e) a.internal-link { + text-decoration: none; + color: var(--pf2e-blue-link); + filter: brightness(1); +} +.theme-dark :is(.pf2e) a.internal-link { + filter: brightness(1.2); +} +:is(.pf2e) a.internal-link:hover { + text-decoration: underline; + color: var(--pf2e-green-link); +} +:is(.pf2e) .cm-link .cm-underline, +:is(.pf2e) .cm-url .cm-underline { + color: var(--pf2e-blue-link); + text-decoration: none; +} +:is(.pf2e) .cm-link .cm-underline:hover, +:is(.pf2e) .cm-url .cm-underline:hover { + color: var(--pf2e-green-link); + text-decoration: underline; +} +:is(.pf2e) .external-link { + color: var(--pf2e-green-link); + background-image: none; + background-size: 0; + font-style: italic; + padding-right: 0; +} +:is(.pf2e) .external-link:hover { + color: var(--pf2e-purple-link); + text-decoration: underline; +} + +[class^=Pathfinder-], [class*=" Pathfinder-"] { + /* use !important to prevent issues with browser extensions that change fonts */ + font-family: "Pathfinder", serif !important; + -webkit-font-smoothing: antialiased; + font-style: normal; + font-variant: normal; + font-weight: normal; + line-height: 1; + /* Better Font Rendering =========== */ + -moz-osx-font-smoothing: grayscale; + text-transform: none; +} + +.pathfinder-1action::before { + content: "⬻"; +} + +.pathfinder-2actions::before { + content: "⬺"; +} + +.pathfinder-3actions::before { + content: "⬽"; +} + +.pathfinder-delay::before { + content: "⭓"; +} + +.pathfinder-reaction::before { + content: "⬲"; +} + +:is(.pf2e):is(.callout, .admonition):hover { + scrollbar-color: var(--scrollbar-active-thumb-bg) transparent; +} +:is(.pf2e):is(.callout, .admonition)::-webkit-scrollbar { + width: 12px; +} +:is(.pf2e):is(.callout, .admonition)::-webkit-scrollbar-track { + background: var(--scrollbar-hover); + border: 0.25rem solid transparent; + background-clip: content-box; +} +:is(.pf2e):is(.callout, .admonition)::-webkit-scrollbar-thumb { + background: var(--scrollbar-active-thumb-bg); + border: 0.0625rem solid var(--scrollbar-thumb-bg); +} + +sub { + font-size: 75%; + line-height: 0; + position: relative; + text-align: center; + vertical-align: baseline; + bottom: -0.25em; +} + +sup { + font-size: 75%; + line-height: 0; + position: relative; + text-align: center; + vertical-align: baseline; + top: -0.5em; +} + +:is(.pf2e) .markdown-rendered table { + border: 0.1875rem solid var(--pf2e-red-headers); +} +:is(.pf2e) .markdown-rendered table a { + font-weight: 500; + color: var(--pf2e-purple-link); +} +:is(.pf2e) .markdown-rendered thead { + background-color: var(--pf2e-red-headers); + border-bottom: 0.1875rem solid rgba(var(--pf2e-brown-table-borders-rgb), 0.5); + color: rgb(232, 232, 232); +} +:is(.pf2e) .markdown-rendered tbody { + background-color: rgb(var(--pf2e-tan-table-odd-rows-rgb)); + color: rgb(36, 36, 36); +} +:is(.pf2e) .markdown-rendered tbody tr:nth-child(even) { + background-color: rgb(var(--pf2e-beige-table-even-rows-rgb)); +} +:is(.pf2e) .markdown-rendered tbody tr:hover { + background-color: rgba(var(--pf2e-table-hover-color), 0.8); +} +:is(.pf2e) .markdown-rendered th { + background-color: var(--pf2e-red-headers); + color: rgb(232, 232, 232); +} +:is(.pf2e) .markdown-rendered th:hover { + background-color: rgba(var(--pf2e-table-hover-color), 0.8); +} +:is(.pf2e) .markdown-rendered tr td:not(:last-child), +:is(.pf2e) .markdown-rendered tr th:not(:last-child) { + border-right: 0.0625rem solid rgb(234, 229, 213); +} + +.callout[data-callout=pf2-beige] { + --callout-border-opacity: 0.3; + --callout-color: #f0e9d6; + --callout-background-alpha: 0.2; + --callout-padding: 1rem; + --callout-radius: 0.25rem; + font-size: 1rem; + overflow-wrap: break-word; + overflow-y: scroll; + background-color: #f0e9d6; + color: rgb(36, 36, 36); + border-color: var(--pf2e-light-brown-headers); + border-style: solid; + border-width: 0.05rem; + margin: 0.1875rem 0.125rem 0.125rem; + padding: 0.125rem; +} +.callout[data-callout=pf2-beige]:not(.admonition).drop-shadow { + box-shadow: rgb(0, 73, 97) 0 1.25rem 1.875rem -0.625rem; +} +.callout[data-callout=pf2-beige] .callout-title { + flex-direction: row; + flex-wrap: wrap; + justify-content: center; + align-items: center; + align-content: center; + border: none; + display: flex; + padding-top: 0.5rem; + padding-bottom: 0.5rem; + position: relative; +} +.callout[data-callout=pf2-beige] .callout-title .callout-icon .svg-icon { + display: none; +} +.callout[data-callout=pf2-beige] .callout-title .callout-title-inner { + font-size: clamp(1rem, 1.3125em, 1.25rem); + font-weight: 700; + margin-left: 1rem; + padding-bottom: 0.125rem; +} +.callout[data-callout=pf2-beige] .callout-title .callout-title-inner em { + font-weight: 500; +} +.callout[data-callout=pf2-beige] .callout-content { + background-color: #f0e9d6; + padding: 1rem; +} +.callout[data-callout=pf2-beige] .callout-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=pf2-beige] .callout-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=pf2-beige] .callout-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=pf2-beige] .callout-content h3::before { + display: none; +} +.callout[data-callout=pf2-beige] .callout-content h3::after { + display: none; +} +.callout[data-callout=pf2-beige] .callout-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.callout[data-callout=pf2-beige] .callout-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=pf2-beige] .callout-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.callout[data-callout=pf2-beige] .callout-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=pf2-beige] .callout-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=pf2-beige] .callout-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=pf2-beige] .callout-content h3::before { + display: none; +} +.callout[data-callout=pf2-beige] .callout-content h3::after { + display: none; +} +.callout[data-callout=pf2-beige] .callout-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.callout[data-callout=pf2-beige] .callout-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=pf2-beige] .callout-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.callout[data-callout=pf2-beige] .callout-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=pf2-beige] .callout-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=pf2-beige] .callout-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=pf2-beige] .callout-content h3::before { + display: none; +} +.callout[data-callout=pf2-beige] .callout-content h3::after { + display: none; +} +.callout[data-callout=pf2-beige] .callout-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.callout[data-callout=pf2-beige] .callout-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=pf2-beige] .callout-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.callout[data-callout=pf2-beige] .callout-content code { + background-color: rgb(232, 232, 232); + color: rgb(80, 62, 141); + font-family: var(--pf2e-font-monospace); +} +.callout[data-callout=pf2-beige] .callout-content a.internal-link { + font-weight: 600; + text-decoration: none; +} +.callout[data-callout=pf2-beige] .callout-content a.internal-link:hover { + text-decoration: underline; +} +.callout[data-callout=pf2-beige] .callout-content a.internal-link.is-unresolved { + font-style: italic; + text-decoration: none; +} +.callout[data-callout=pf2-beige] .callout-content a.internal-link.is-unresolved:hover { + text-decoration: underline; +} +.callout[data-callout=pf2-beige] .callout-content a.external-link { + font-weight: 600; + text-decoration: none; +} +.callout[data-callout=pf2-beige] .callout-content a.external-link:hover { + text-decoration: underline; +} +.callout[data-callout=pf2-beige] .callout-content strong { + padding-inline: 0.25rem; +} +.callout[data-callout=pf2-beige] .callout-content blockquote { + padding: 0.3125rem 0.3125rem 0.3125rem 0.625rem; + border-right: 0.1875rem solid; + border-left: 0.1875rem solid; + margin-left: 0.75em; + margin-right: 0.75em; +} +.callout[data-callout=pf2-beige] .callout-content p { + line-height: 1.2; + margin-block-start: 0; + margin-block-end: 0; + margin-left: 0.5rem; + margin-bottom: 1rem; +} + +.callout[data-callout=pf2-brown] { + --callout-border-opacity: 0.3; + --callout-color: #d2beaa; + --callout-background-alpha: 0.2; + --callout-padding: 1rem; + --callout-radius: 0.25rem; + font-size: 1rem; + overflow-wrap: break-word; + overflow-y: scroll; + background-color: #d2beaa; + color: rgb(36, 36, 36); + border-color: var(--pf2e-light-brown-headers); + border-style: solid; + border-width: 0.05rem; + margin: 0.1875rem 0.125rem 0.125rem; + padding: 0.125rem; +} +.callout[data-callout=pf2-brown]:not(.admonition).drop-shadow { + box-shadow: rgb(0, 73, 97) 0 1.25rem 1.875rem -0.625rem; +} +.callout[data-callout=pf2-brown] .callout-title { + flex-direction: row; + flex-wrap: wrap; + justify-content: center; + align-items: center; + align-content: center; + border: none; + display: flex; + padding-top: 0.5rem; + padding-bottom: 0.5rem; + position: relative; +} +.callout[data-callout=pf2-brown] .callout-title .callout-icon .svg-icon { + display: none; +} +.callout[data-callout=pf2-brown] .callout-title .callout-title-inner { + font-size: clamp(1rem, 1.3125em, 1.25rem); + font-weight: 700; + margin-left: 1rem; + padding-bottom: 0.125rem; +} +.callout[data-callout=pf2-brown] .callout-title .callout-title-inner em { + font-weight: 500; +} +.callout[data-callout=pf2-brown] .callout-content { + background-color: #d2beaa; + padding: 1rem; +} +.callout[data-callout=pf2-brown] .callout-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=pf2-brown] .callout-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=pf2-brown] .callout-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=pf2-brown] .callout-content h3::before { + display: none; +} +.callout[data-callout=pf2-brown] .callout-content h3::after { + display: none; +} +.callout[data-callout=pf2-brown] .callout-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.callout[data-callout=pf2-brown] .callout-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=pf2-brown] .callout-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.callout[data-callout=pf2-brown] .callout-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=pf2-brown] .callout-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=pf2-brown] .callout-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=pf2-brown] .callout-content h3::before { + display: none; +} +.callout[data-callout=pf2-brown] .callout-content h3::after { + display: none; +} +.callout[data-callout=pf2-brown] .callout-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.callout[data-callout=pf2-brown] .callout-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=pf2-brown] .callout-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.callout[data-callout=pf2-brown] .callout-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=pf2-brown] .callout-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=pf2-brown] .callout-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=pf2-brown] .callout-content h3::before { + display: none; +} +.callout[data-callout=pf2-brown] .callout-content h3::after { + display: none; +} +.callout[data-callout=pf2-brown] .callout-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.callout[data-callout=pf2-brown] .callout-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=pf2-brown] .callout-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.callout[data-callout=pf2-brown] .callout-content code { + background-color: rgb(232, 232, 232); + color: rgb(80, 62, 141); + font-family: var(--pf2e-font-monospace); +} +.callout[data-callout=pf2-brown] .callout-content a.internal-link { + font-weight: 600; + text-decoration: none; +} +.callout[data-callout=pf2-brown] .callout-content a.internal-link:hover { + text-decoration: underline; +} +.callout[data-callout=pf2-brown] .callout-content a.internal-link.is-unresolved { + font-style: italic; + text-decoration: none; +} +.callout[data-callout=pf2-brown] .callout-content a.internal-link.is-unresolved:hover { + text-decoration: underline; +} +.callout[data-callout=pf2-brown] .callout-content a.external-link { + font-weight: 600; + text-decoration: none; +} +.callout[data-callout=pf2-brown] .callout-content a.external-link:hover { + text-decoration: underline; +} +.callout[data-callout=pf2-brown] .callout-content strong { + padding-inline: 0.25rem; +} +.callout[data-callout=pf2-brown] .callout-content blockquote { + padding: 0.3125rem 0.3125rem 0.3125rem 0.625rem; + border-right: 0.1875rem solid; + border-left: 0.1875rem solid; + margin-left: 0.75em; + margin-right: 0.75em; +} +.callout[data-callout=pf2-brown] .callout-content p { + line-height: 1.2; + margin-block-start: 0; + margin-block-end: 0; + margin-left: 0.5rem; + margin-bottom: 1rem; +} + +.callout[data-callout=pf2-example] { + --callout-border-opacity: 0.3; + --callout-color: #ccdbbd; + --callout-background-alpha: 0.2; + --callout-padding: 1rem; + --callout-radius: 0.25rem; + font-size: 1rem; + overflow-wrap: break-word; + overflow-y: scroll; + background-color: #ccdbbd; + color: rgb(36, 36, 36); + border-color: var(--pf2e-light-brown-headers); + border-style: solid; + border-width: 0.05rem; + margin: 0.1875rem 0.125rem 0.125rem; + padding: 0.125rem; +} +.callout[data-callout=pf2-example]:not(.admonition).drop-shadow { + box-shadow: rgb(0, 73, 97) 0 1.25rem 1.875rem -0.625rem; +} +.callout[data-callout=pf2-example] .callout-title { + flex-direction: row; + flex-wrap: wrap; + justify-content: center; + align-items: center; + align-content: center; + border: none; + display: flex; + padding-top: 0.5rem; + padding-bottom: 0.5rem; + position: relative; +} +.callout[data-callout=pf2-example] .callout-title .callout-icon .svg-icon { + display: none; +} +.callout[data-callout=pf2-example] .callout-title .callout-title-inner { + font-size: clamp(1rem, 1.3125em, 1.25rem); + font-weight: 700; + margin-left: 1rem; + padding-bottom: 0.125rem; +} +.callout[data-callout=pf2-example] .callout-title .callout-title-inner em { + font-weight: 500; +} +.callout[data-callout=pf2-example] .callout-content { + background-color: #ccdbbd; + padding: 1rem; +} +.callout[data-callout=pf2-example] .callout-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=pf2-example] .callout-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=pf2-example] .callout-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=pf2-example] .callout-content h3::before { + display: none; +} +.callout[data-callout=pf2-example] .callout-content h3::after { + display: none; +} +.callout[data-callout=pf2-example] .callout-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.callout[data-callout=pf2-example] .callout-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=pf2-example] .callout-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.callout[data-callout=pf2-example] .callout-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=pf2-example] .callout-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=pf2-example] .callout-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=pf2-example] .callout-content h3::before { + display: none; +} +.callout[data-callout=pf2-example] .callout-content h3::after { + display: none; +} +.callout[data-callout=pf2-example] .callout-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.callout[data-callout=pf2-example] .callout-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=pf2-example] .callout-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.callout[data-callout=pf2-example] .callout-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=pf2-example] .callout-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=pf2-example] .callout-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=pf2-example] .callout-content h3::before { + display: none; +} +.callout[data-callout=pf2-example] .callout-content h3::after { + display: none; +} +.callout[data-callout=pf2-example] .callout-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.callout[data-callout=pf2-example] .callout-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=pf2-example] .callout-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.callout[data-callout=pf2-example] .callout-content code { + background-color: rgb(232, 232, 232); + color: rgb(80, 62, 141); + font-family: var(--pf2e-font-monospace); +} +.callout[data-callout=pf2-example] .callout-content a.internal-link { + font-weight: 600; + text-decoration: none; +} +.callout[data-callout=pf2-example] .callout-content a.internal-link:hover { + text-decoration: underline; +} +.callout[data-callout=pf2-example] .callout-content a.internal-link.is-unresolved { + font-style: italic; + text-decoration: none; +} +.callout[data-callout=pf2-example] .callout-content a.internal-link.is-unresolved:hover { + text-decoration: underline; +} +.callout[data-callout=pf2-example] .callout-content a.external-link { + font-weight: 600; + text-decoration: none; +} +.callout[data-callout=pf2-example] .callout-content a.external-link:hover { + text-decoration: underline; +} +.callout[data-callout=pf2-example] .callout-content strong { + padding-inline: 0.25rem; +} +.callout[data-callout=pf2-example] .callout-content blockquote { + padding: 0.3125rem 0.3125rem 0.3125rem 0.625rem; + border-right: 0.1875rem solid; + border-left: 0.1875rem solid; + margin-left: 0.75em; + margin-right: 0.75em; +} +.callout[data-callout=pf2-example] .callout-content p { + line-height: 1.2; + margin-block-start: 0; + margin-block-end: 0; + margin-left: 0.5rem; + margin-bottom: 1rem; +} + +.callout[data-callout=pf2-inset] { + --callout-border-opacity: 0.3; + --callout-color: #e9e4d9; + --callout-background-alpha: 0.2; + --callout-padding: 1rem; + --callout-radius: 0.25rem; + font-size: 1rem; + overflow-wrap: break-word; + overflow-y: scroll; + background-color: #e9e4d9; + color: rgb(36, 36, 36); + border-color: var(--pf2e-light-brown-headers); + border-style: solid; + border-width: 0.05rem; + margin: 0.1875rem 0.125rem 0.125rem; + padding: 0.125rem; +} +.callout[data-callout=pf2-inset]:not(.admonition).drop-shadow { + box-shadow: rgb(0, 73, 97) 0 1.25rem 1.875rem -0.625rem; +} +.callout[data-callout=pf2-inset] .callout-title { + flex-direction: row; + flex-wrap: wrap; + justify-content: center; + align-items: center; + align-content: center; + border: none; + display: flex; + padding-top: 0.5rem; + padding-bottom: 0.5rem; + position: relative; +} +.callout[data-callout=pf2-inset] .callout-title .callout-icon .svg-icon { + display: none; +} +.callout[data-callout=pf2-inset] .callout-title .callout-title-inner { + font-size: clamp(1rem, 1.3125em, 1.25rem); + font-weight: 700; + margin-left: 1rem; + padding-bottom: 0.125rem; +} +.callout[data-callout=pf2-inset] .callout-title .callout-title-inner em { + font-weight: 500; +} +.callout[data-callout=pf2-inset] .callout-content { + background-color: #e9e4d9; + padding: 1rem; +} +.callout[data-callout=pf2-inset] .callout-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=pf2-inset] .callout-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=pf2-inset] .callout-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=pf2-inset] .callout-content h3::before { + display: none; +} +.callout[data-callout=pf2-inset] .callout-content h3::after { + display: none; +} +.callout[data-callout=pf2-inset] .callout-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.callout[data-callout=pf2-inset] .callout-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=pf2-inset] .callout-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.callout[data-callout=pf2-inset] .callout-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=pf2-inset] .callout-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=pf2-inset] .callout-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=pf2-inset] .callout-content h3::before { + display: none; +} +.callout[data-callout=pf2-inset] .callout-content h3::after { + display: none; +} +.callout[data-callout=pf2-inset] .callout-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.callout[data-callout=pf2-inset] .callout-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=pf2-inset] .callout-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.callout[data-callout=pf2-inset] .callout-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=pf2-inset] .callout-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=pf2-inset] .callout-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=pf2-inset] .callout-content h3::before { + display: none; +} +.callout[data-callout=pf2-inset] .callout-content h3::after { + display: none; +} +.callout[data-callout=pf2-inset] .callout-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.callout[data-callout=pf2-inset] .callout-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=pf2-inset] .callout-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.callout[data-callout=pf2-inset] .callout-content code { + background-color: rgb(232, 232, 232); + color: rgb(80, 62, 141); + font-family: var(--pf2e-font-monospace); +} +.callout[data-callout=pf2-inset] .callout-content a.internal-link { + font-weight: 600; + text-decoration: none; +} +.callout[data-callout=pf2-inset] .callout-content a.internal-link:hover { + text-decoration: underline; +} +.callout[data-callout=pf2-inset] .callout-content a.internal-link.is-unresolved { + font-style: italic; + text-decoration: none; +} +.callout[data-callout=pf2-inset] .callout-content a.internal-link.is-unresolved:hover { + text-decoration: underline; +} +.callout[data-callout=pf2-inset] .callout-content a.external-link { + font-weight: 600; + text-decoration: none; +} +.callout[data-callout=pf2-inset] .callout-content a.external-link:hover { + text-decoration: underline; +} +.callout[data-callout=pf2-inset] .callout-content strong { + padding-inline: 0.25rem; +} +.callout[data-callout=pf2-inset] .callout-content blockquote { + padding: 0.3125rem 0.3125rem 0.3125rem 0.625rem; + border-right: 0.1875rem solid; + border-left: 0.1875rem solid; + margin-left: 0.75em; + margin-right: 0.75em; +} +.callout[data-callout=pf2-inset] .callout-content p { + line-height: 1.2; + margin-block-start: 0; + margin-block-end: 0; + margin-left: 0.5rem; + margin-bottom: 1rem; +} + +.callout[data-callout=pf2-key-box] { + --callout-border-opacity: 0.3; + --callout-color: #550c06; + --callout-background-alpha: 0.2; + --callout-padding: 1rem; + --callout-radius: 0.25rem; + font-size: 1rem; + overflow-wrap: break-word; + overflow-y: scroll; + background-color: #550c06; + color: rgb(36, 36, 36); + border-color: var(--pf2e-light-brown-headers); + border-style: solid; + border-width: 0.05rem; + margin: 0.1875rem 0.125rem 0.125rem; + padding: 0.125rem; +} +.callout[data-callout=pf2-key-box]:not(.admonition).drop-shadow { + box-shadow: rgb(0, 73, 97) 0 1.25rem 1.875rem -0.625rem; +} +.callout[data-callout=pf2-key-box] .callout-title { + flex-direction: row; + flex-wrap: wrap; + justify-content: center; + align-items: center; + align-content: center; + border: none; + display: flex; + padding-top: 0.5rem; + padding-bottom: 0.5rem; + position: relative; +} +.callout[data-callout=pf2-key-box] .callout-title .callout-icon .svg-icon { + display: none; +} +.callout[data-callout=pf2-key-box] .callout-title .callout-title-inner { + font-size: clamp(1rem, 1.3125em, 1.25rem); + font-weight: 700; + margin-left: 1rem; + padding-bottom: 0.125rem; +} +.callout[data-callout=pf2-key-box] .callout-title .callout-title-inner em { + font-weight: 500; +} +.callout[data-callout=pf2-key-box] .callout-content { + background-color: #550c06; + padding: 1rem; +} +.callout[data-callout=pf2-key-box] .callout-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=pf2-key-box] .callout-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=pf2-key-box] .callout-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=pf2-key-box] .callout-content h3::before { + display: none; +} +.callout[data-callout=pf2-key-box] .callout-content h3::after { + display: none; +} +.callout[data-callout=pf2-key-box] .callout-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.callout[data-callout=pf2-key-box] .callout-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=pf2-key-box] .callout-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.callout[data-callout=pf2-key-box] .callout-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=pf2-key-box] .callout-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=pf2-key-box] .callout-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=pf2-key-box] .callout-content h3::before { + display: none; +} +.callout[data-callout=pf2-key-box] .callout-content h3::after { + display: none; +} +.callout[data-callout=pf2-key-box] .callout-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.callout[data-callout=pf2-key-box] .callout-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=pf2-key-box] .callout-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.callout[data-callout=pf2-key-box] .callout-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=pf2-key-box] .callout-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=pf2-key-box] .callout-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=pf2-key-box] .callout-content h3::before { + display: none; +} +.callout[data-callout=pf2-key-box] .callout-content h3::after { + display: none; +} +.callout[data-callout=pf2-key-box] .callout-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.callout[data-callout=pf2-key-box] .callout-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=pf2-key-box] .callout-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.callout[data-callout=pf2-key-box] .callout-content code { + background-color: rgb(232, 232, 232); + color: rgb(80, 62, 141); + font-family: var(--pf2e-font-monospace); +} +.callout[data-callout=pf2-key-box] .callout-content a.internal-link { + font-weight: 600; + text-decoration: none; +} +.callout[data-callout=pf2-key-box] .callout-content a.internal-link:hover { + text-decoration: underline; +} +.callout[data-callout=pf2-key-box] .callout-content a.internal-link.is-unresolved { + font-style: italic; + text-decoration: none; +} +.callout[data-callout=pf2-key-box] .callout-content a.internal-link.is-unresolved:hover { + text-decoration: underline; +} +.callout[data-callout=pf2-key-box] .callout-content a.external-link { + font-weight: 600; + text-decoration: none; +} +.callout[data-callout=pf2-key-box] .callout-content a.external-link:hover { + text-decoration: underline; +} +.callout[data-callout=pf2-key-box] .callout-content strong { + padding-inline: 0.25rem; +} +.callout[data-callout=pf2-key-box] .callout-content blockquote { + padding: 0.3125rem 0.3125rem 0.3125rem 0.625rem; + border-right: 0.1875rem solid; + border-left: 0.1875rem solid; + margin-left: 0.75em; + margin-right: 0.75em; +} +.callout[data-callout=pf2-key-box] .callout-content p { + line-height: 1.2; + margin-block-start: 0; + margin-block-end: 0; + margin-left: 0.5rem; + margin-bottom: 1rem; +} + +.callout[data-callout=pf2-quote] { + --callout-border-opacity: 0.3; + --callout-color: #e7aad4; + --callout-background-alpha: 0.2; + --callout-padding: 1rem; + --callout-radius: 0.25rem; + font-size: 1rem; + overflow-wrap: break-word; + overflow-y: scroll; + background-color: #e7aad4; + color: rgb(36, 36, 36); + border-color: var(--pf2e-light-brown-headers); + border-style: solid; + border-width: 0.05rem; + margin: 0.1875rem 0.125rem 0.125rem; + padding: 0.125rem; +} +.callout[data-callout=pf2-quote]:not(.admonition).drop-shadow { + box-shadow: rgb(0, 73, 97) 0 1.25rem 1.875rem -0.625rem; +} +.callout[data-callout=pf2-quote] .callout-title { + flex-direction: row; + flex-wrap: wrap; + justify-content: center; + align-items: center; + align-content: center; + border: none; + display: flex; + padding-top: 0.5rem; + padding-bottom: 0.5rem; + position: relative; +} +.callout[data-callout=pf2-quote] .callout-title .callout-icon .svg-icon { + display: none; +} +.callout[data-callout=pf2-quote] .callout-title .callout-title-inner { + font-size: clamp(1rem, 1.3125em, 1.25rem); + font-weight: 700; + margin-left: 1rem; + padding-bottom: 0.125rem; +} +.callout[data-callout=pf2-quote] .callout-title .callout-title-inner em { + font-weight: 500; +} +.callout[data-callout=pf2-quote] .callout-content { + background-color: #e7aad4; + padding: 1rem; +} +.callout[data-callout=pf2-quote] .callout-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=pf2-quote] .callout-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=pf2-quote] .callout-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=pf2-quote] .callout-content h3::before { + display: none; +} +.callout[data-callout=pf2-quote] .callout-content h3::after { + display: none; +} +.callout[data-callout=pf2-quote] .callout-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.callout[data-callout=pf2-quote] .callout-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=pf2-quote] .callout-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.callout[data-callout=pf2-quote] .callout-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=pf2-quote] .callout-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=pf2-quote] .callout-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=pf2-quote] .callout-content h3::before { + display: none; +} +.callout[data-callout=pf2-quote] .callout-content h3::after { + display: none; +} +.callout[data-callout=pf2-quote] .callout-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.callout[data-callout=pf2-quote] .callout-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=pf2-quote] .callout-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.callout[data-callout=pf2-quote] .callout-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=pf2-quote] .callout-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=pf2-quote] .callout-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=pf2-quote] .callout-content h3::before { + display: none; +} +.callout[data-callout=pf2-quote] .callout-content h3::after { + display: none; +} +.callout[data-callout=pf2-quote] .callout-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.callout[data-callout=pf2-quote] .callout-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=pf2-quote] .callout-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.callout[data-callout=pf2-quote] .callout-content code { + background-color: rgb(232, 232, 232); + color: rgb(80, 62, 141); + font-family: var(--pf2e-font-monospace); +} +.callout[data-callout=pf2-quote] .callout-content a.internal-link { + font-weight: 600; + text-decoration: none; +} +.callout[data-callout=pf2-quote] .callout-content a.internal-link:hover { + text-decoration: underline; +} +.callout[data-callout=pf2-quote] .callout-content a.internal-link.is-unresolved { + font-style: italic; + text-decoration: none; +} +.callout[data-callout=pf2-quote] .callout-content a.internal-link.is-unresolved:hover { + text-decoration: underline; +} +.callout[data-callout=pf2-quote] .callout-content a.external-link { + font-weight: 600; + text-decoration: none; +} +.callout[data-callout=pf2-quote] .callout-content a.external-link:hover { + text-decoration: underline; +} +.callout[data-callout=pf2-quote] .callout-content strong { + padding-inline: 0.25rem; +} +.callout[data-callout=pf2-quote] .callout-content blockquote { + padding: 0.3125rem 0.3125rem 0.3125rem 0.625rem; + border-right: 0.1875rem solid; + border-left: 0.1875rem solid; + margin-left: 0.75em; + margin-right: 0.75em; +} +.callout[data-callout=pf2-quote] .callout-content p { + line-height: 1.2; + margin-block-start: 0; + margin-block-end: 0; + margin-left: 0.5rem; + margin-bottom: 1rem; +} + +.callout[data-callout=pf2-sidebar] { + --callout-border-opacity: 0.3; + --callout-color: #f4f3f0; + --callout-background-alpha: 0.2; + --callout-padding: 1rem; + --callout-radius: 0.25rem; + font-size: 1rem; + overflow-wrap: break-word; + overflow-y: scroll; + background-color: #f4f3f0; + color: rgb(36, 36, 36); + border-color: var(--pf2e-light-brown-headers); + border-style: solid; + border-width: 0.05rem; + margin: 0.1875rem 0.125rem 0.125rem; + padding: 0.125rem; +} +.callout[data-callout=pf2-sidebar]:not(.admonition).drop-shadow { + box-shadow: rgb(0, 73, 97) 0 1.25rem 1.875rem -0.625rem; +} +.callout[data-callout=pf2-sidebar] .callout-title { + flex-direction: row; + flex-wrap: wrap; + justify-content: center; + align-items: center; + align-content: center; + border: none; + display: flex; + padding-top: 0.5rem; + padding-bottom: 0.5rem; + position: relative; +} +.callout[data-callout=pf2-sidebar] .callout-title .callout-icon .svg-icon { + display: none; +} +.callout[data-callout=pf2-sidebar] .callout-title .callout-title-inner { + font-size: clamp(1rem, 1.3125em, 1.25rem); + font-weight: 700; + margin-left: 1rem; + padding-bottom: 0.125rem; +} +.callout[data-callout=pf2-sidebar] .callout-title .callout-title-inner em { + font-weight: 500; +} +.callout[data-callout=pf2-sidebar] .callout-content { + background-color: #f4f3f0; + padding: 1rem; +} +.callout[data-callout=pf2-sidebar] .callout-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=pf2-sidebar] .callout-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=pf2-sidebar] .callout-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=pf2-sidebar] .callout-content h3::before { + display: none; +} +.callout[data-callout=pf2-sidebar] .callout-content h3::after { + display: none; +} +.callout[data-callout=pf2-sidebar] .callout-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.callout[data-callout=pf2-sidebar] .callout-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=pf2-sidebar] .callout-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.callout[data-callout=pf2-sidebar] .callout-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=pf2-sidebar] .callout-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=pf2-sidebar] .callout-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=pf2-sidebar] .callout-content h3::before { + display: none; +} +.callout[data-callout=pf2-sidebar] .callout-content h3::after { + display: none; +} +.callout[data-callout=pf2-sidebar] .callout-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.callout[data-callout=pf2-sidebar] .callout-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=pf2-sidebar] .callout-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.callout[data-callout=pf2-sidebar] .callout-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=pf2-sidebar] .callout-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=pf2-sidebar] .callout-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=pf2-sidebar] .callout-content h3::before { + display: none; +} +.callout[data-callout=pf2-sidebar] .callout-content h3::after { + display: none; +} +.callout[data-callout=pf2-sidebar] .callout-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.callout[data-callout=pf2-sidebar] .callout-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=pf2-sidebar] .callout-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.callout[data-callout=pf2-sidebar] .callout-content code { + background-color: rgb(232, 232, 232); + color: rgb(80, 62, 141); + font-family: var(--pf2e-font-monospace); +} +.callout[data-callout=pf2-sidebar] .callout-content a.internal-link { + font-weight: 600; + text-decoration: none; +} +.callout[data-callout=pf2-sidebar] .callout-content a.internal-link:hover { + text-decoration: underline; +} +.callout[data-callout=pf2-sidebar] .callout-content a.internal-link.is-unresolved { + font-style: italic; + text-decoration: none; +} +.callout[data-callout=pf2-sidebar] .callout-content a.internal-link.is-unresolved:hover { + text-decoration: underline; +} +.callout[data-callout=pf2-sidebar] .callout-content a.external-link { + font-weight: 600; + text-decoration: none; +} +.callout[data-callout=pf2-sidebar] .callout-content a.external-link:hover { + text-decoration: underline; +} +.callout[data-callout=pf2-sidebar] .callout-content strong { + padding-inline: 0.25rem; +} +.callout[data-callout=pf2-sidebar] .callout-content blockquote { + padding: 0.3125rem 0.3125rem 0.3125rem 0.625rem; + border-right: 0.1875rem solid; + border-left: 0.1875rem solid; + margin-left: 0.75em; + margin-right: 0.75em; +} +.callout[data-callout=pf2-sidebar] .callout-content p { + line-height: 1.2; + margin-block-start: 0; + margin-block-end: 0; + margin-left: 0.5rem; + margin-bottom: 1rem; +} + +.callout[data-callout=pf2-red] { + --callout-border-opacity: 0.3; + --callout-color: #550c06; + --callout-background-alpha: 0.2; + --callout-padding: 1rem; + --callout-radius: 0.25rem; + font-size: 1rem; + overflow-wrap: break-word; + overflow-y: scroll; + background-color: #550c06; + color: rgb(36, 36, 36); + border-color: var(--pf2e-light-brown-headers); + border-style: solid; + border-width: 0.05rem; + margin: 0.1875rem 0.125rem 0.125rem; + padding: 0.125rem; +} +.callout[data-callout=pf2-red]:not(.admonition).drop-shadow { + box-shadow: rgb(0, 73, 97) 0 1.25rem 1.875rem -0.625rem; +} +.callout[data-callout=pf2-red] .callout-title { + flex-direction: row; + flex-wrap: wrap; + justify-content: center; + align-items: center; + align-content: center; + border: none; + display: flex; + padding-top: 0.5rem; + padding-bottom: 0.5rem; + position: relative; +} +.callout[data-callout=pf2-red] .callout-title .callout-icon .svg-icon { + display: none; +} +.callout[data-callout=pf2-red] .callout-title .callout-title-inner { + font-size: clamp(1rem, 1.3125em, 1.25rem); + font-weight: 700; + margin-left: 1rem; + padding-bottom: 0.125rem; +} +.callout[data-callout=pf2-red] .callout-title .callout-title-inner em { + font-weight: 500; +} +.callout[data-callout=pf2-red] .callout-content { + background-color: #550c06; + padding: 1rem; +} +.callout[data-callout=pf2-red] .callout-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=pf2-red] .callout-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=pf2-red] .callout-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=pf2-red] .callout-content h3::before { + display: none; +} +.callout[data-callout=pf2-red] .callout-content h3::after { + display: none; +} +.callout[data-callout=pf2-red] .callout-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.callout[data-callout=pf2-red] .callout-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=pf2-red] .callout-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.callout[data-callout=pf2-red] .callout-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=pf2-red] .callout-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=pf2-red] .callout-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=pf2-red] .callout-content h3::before { + display: none; +} +.callout[data-callout=pf2-red] .callout-content h3::after { + display: none; +} +.callout[data-callout=pf2-red] .callout-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.callout[data-callout=pf2-red] .callout-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=pf2-red] .callout-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.callout[data-callout=pf2-red] .callout-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=pf2-red] .callout-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=pf2-red] .callout-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=pf2-red] .callout-content h3::before { + display: none; +} +.callout[data-callout=pf2-red] .callout-content h3::after { + display: none; +} +.callout[data-callout=pf2-red] .callout-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.callout[data-callout=pf2-red] .callout-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=pf2-red] .callout-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.callout[data-callout=pf2-red] .callout-content code { + background-color: rgb(232, 232, 232); + color: rgb(80, 62, 141); + font-family: var(--pf2e-font-monospace); +} +.callout[data-callout=pf2-red] .callout-content a.internal-link { + font-weight: 600; + text-decoration: none; +} +.callout[data-callout=pf2-red] .callout-content a.internal-link:hover { + text-decoration: underline; +} +.callout[data-callout=pf2-red] .callout-content a.internal-link.is-unresolved { + font-style: italic; + text-decoration: none; +} +.callout[data-callout=pf2-red] .callout-content a.internal-link.is-unresolved:hover { + text-decoration: underline; +} +.callout[data-callout=pf2-red] .callout-content a.external-link { + font-weight: 600; + text-decoration: none; +} +.callout[data-callout=pf2-red] .callout-content a.external-link:hover { + text-decoration: underline; +} +.callout[data-callout=pf2-red] .callout-content strong { + padding-inline: 0.25rem; +} +.callout[data-callout=pf2-red] .callout-content blockquote { + padding: 0.3125rem 0.3125rem 0.3125rem 0.625rem; + border-right: 0.1875rem solid; + border-left: 0.1875rem solid; + margin-left: 0.75em; + margin-right: 0.75em; +} +.callout[data-callout=pf2-red] .callout-content p { + line-height: 1.2; + margin-block-start: 0; + margin-block-end: 0; + margin-left: 0.5rem; + margin-bottom: 1rem; +} + +.callout[data-callout=pf2-tip] { + --callout-border-opacity: 0.3; + --callout-color: #d1d3d4; + --callout-background-alpha: 0.2; + --callout-padding: 1rem; + --callout-radius: 0.25rem; + font-size: 1rem; + overflow-wrap: break-word; + overflow-y: scroll; + background-color: #d1d3d4; + color: rgb(36, 36, 36); + border-color: var(--pf2e-light-brown-headers); + border-style: solid; + border-width: 0.05rem; + margin: 0.1875rem 0.125rem 0.125rem; + padding: 0.125rem; +} +.callout[data-callout=pf2-tip]:not(.admonition).drop-shadow { + box-shadow: rgb(0, 73, 97) 0 1.25rem 1.875rem -0.625rem; +} +.callout[data-callout=pf2-tip] .callout-title { + flex-direction: row; + flex-wrap: wrap; + justify-content: center; + align-items: center; + align-content: center; + border: none; + display: flex; + padding-top: 0.5rem; + padding-bottom: 0.5rem; + position: relative; +} +.callout[data-callout=pf2-tip] .callout-title .callout-icon .svg-icon { + display: none; +} +.callout[data-callout=pf2-tip] .callout-title .callout-title-inner { + font-size: clamp(1rem, 1.3125em, 1.25rem); + font-weight: 700; + margin-left: 1rem; + padding-bottom: 0.125rem; +} +.callout[data-callout=pf2-tip] .callout-title .callout-title-inner em { + font-weight: 500; +} +.callout[data-callout=pf2-tip] .callout-content { + background-color: #d1d3d4; + padding: 1rem; +} +.callout[data-callout=pf2-tip] .callout-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=pf2-tip] .callout-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=pf2-tip] .callout-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=pf2-tip] .callout-content h3::before { + display: none; +} +.callout[data-callout=pf2-tip] .callout-content h3::after { + display: none; +} +.callout[data-callout=pf2-tip] .callout-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.callout[data-callout=pf2-tip] .callout-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=pf2-tip] .callout-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.callout[data-callout=pf2-tip] .callout-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=pf2-tip] .callout-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=pf2-tip] .callout-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=pf2-tip] .callout-content h3::before { + display: none; +} +.callout[data-callout=pf2-tip] .callout-content h3::after { + display: none; +} +.callout[data-callout=pf2-tip] .callout-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.callout[data-callout=pf2-tip] .callout-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=pf2-tip] .callout-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.callout[data-callout=pf2-tip] .callout-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=pf2-tip] .callout-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=pf2-tip] .callout-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=pf2-tip] .callout-content h3::before { + display: none; +} +.callout[data-callout=pf2-tip] .callout-content h3::after { + display: none; +} +.callout[data-callout=pf2-tip] .callout-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.callout[data-callout=pf2-tip] .callout-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=pf2-tip] .callout-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.callout[data-callout=pf2-tip] .callout-content code { + background-color: rgb(232, 232, 232); + color: rgb(80, 62, 141); + font-family: var(--pf2e-font-monospace); +} +.callout[data-callout=pf2-tip] .callout-content a.internal-link { + font-weight: 600; + text-decoration: none; +} +.callout[data-callout=pf2-tip] .callout-content a.internal-link:hover { + text-decoration: underline; +} +.callout[data-callout=pf2-tip] .callout-content a.internal-link.is-unresolved { + font-style: italic; + text-decoration: none; +} +.callout[data-callout=pf2-tip] .callout-content a.internal-link.is-unresolved:hover { + text-decoration: underline; +} +.callout[data-callout=pf2-tip] .callout-content a.external-link { + font-weight: 600; + text-decoration: none; +} +.callout[data-callout=pf2-tip] .callout-content a.external-link:hover { + text-decoration: underline; +} +.callout[data-callout=pf2-tip] .callout-content strong { + padding-inline: 0.25rem; +} +.callout[data-callout=pf2-tip] .callout-content blockquote { + padding: 0.3125rem 0.3125rem 0.3125rem 0.625rem; + border-right: 0.1875rem solid; + border-left: 0.1875rem solid; + margin-left: 0.75em; + margin-right: 0.75em; +} +.callout[data-callout=pf2-tip] .callout-content p { + line-height: 1.2; + margin-block-start: 0; + margin-block-end: 0; + margin-left: 0.5rem; + margin-bottom: 1rem; +} + +.callout[data-callout=pf2-note] { + --callout-border-opacity: 0.3; + --callout-color: #e3dfbb; + --callout-background-alpha: 0.2; + --callout-padding: 1rem; + --callout-radius: 0.25rem; + font-size: 1rem; + overflow-wrap: break-word; + overflow-y: scroll; + background-color: #e3dfbb; + color: rgb(36, 36, 36); + border-color: var(--pf2e-light-brown-headers); + border-style: solid; + border-width: 0.05rem; + margin: 0.1875rem 0.125rem 0.125rem; + padding: 0.125rem; +} +.callout[data-callout=pf2-note]:not(.admonition).drop-shadow { + box-shadow: rgb(0, 73, 97) 0 1.25rem 1.875rem -0.625rem; +} +.callout[data-callout=pf2-note] .callout-title { + flex-direction: row; + flex-wrap: wrap; + justify-content: center; + align-items: center; + align-content: center; + border: none; + display: flex; + padding-top: 0.5rem; + padding-bottom: 0.5rem; + position: relative; +} +.callout[data-callout=pf2-note] .callout-title .callout-icon .svg-icon { + display: none; +} +.callout[data-callout=pf2-note] .callout-title .callout-title-inner { + font-size: clamp(1rem, 1.3125em, 1.25rem); + font-weight: 700; + margin-left: 1rem; + padding-bottom: 0.125rem; +} +.callout[data-callout=pf2-note] .callout-title .callout-title-inner em { + font-weight: 500; +} +.callout[data-callout=pf2-note] .callout-content { + background-color: #e3dfbb; + padding: 1rem; +} +.callout[data-callout=pf2-note] .callout-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=pf2-note] .callout-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=pf2-note] .callout-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=pf2-note] .callout-content h3::before { + display: none; +} +.callout[data-callout=pf2-note] .callout-content h3::after { + display: none; +} +.callout[data-callout=pf2-note] .callout-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.callout[data-callout=pf2-note] .callout-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=pf2-note] .callout-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.callout[data-callout=pf2-note] .callout-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=pf2-note] .callout-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=pf2-note] .callout-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=pf2-note] .callout-content h3::before { + display: none; +} +.callout[data-callout=pf2-note] .callout-content h3::after { + display: none; +} +.callout[data-callout=pf2-note] .callout-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.callout[data-callout=pf2-note] .callout-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=pf2-note] .callout-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.callout[data-callout=pf2-note] .callout-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=pf2-note] .callout-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=pf2-note] .callout-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=pf2-note] .callout-content h3::before { + display: none; +} +.callout[data-callout=pf2-note] .callout-content h3::after { + display: none; +} +.callout[data-callout=pf2-note] .callout-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.callout[data-callout=pf2-note] .callout-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=pf2-note] .callout-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.callout[data-callout=pf2-note] .callout-content code { + background-color: rgb(232, 232, 232); + color: rgb(80, 62, 141); + font-family: var(--pf2e-font-monospace); +} +.callout[data-callout=pf2-note] .callout-content a.internal-link { + font-weight: 600; + text-decoration: none; +} +.callout[data-callout=pf2-note] .callout-content a.internal-link:hover { + text-decoration: underline; +} +.callout[data-callout=pf2-note] .callout-content a.internal-link.is-unresolved { + font-style: italic; + text-decoration: none; +} +.callout[data-callout=pf2-note] .callout-content a.internal-link.is-unresolved:hover { + text-decoration: underline; +} +.callout[data-callout=pf2-note] .callout-content a.external-link { + font-weight: 600; + text-decoration: none; +} +.callout[data-callout=pf2-note] .callout-content a.external-link:hover { + text-decoration: underline; +} +.callout[data-callout=pf2-note] .callout-content strong { + padding-inline: 0.25rem; +} +.callout[data-callout=pf2-note] .callout-content blockquote { + padding: 0.3125rem 0.3125rem 0.3125rem 0.625rem; + border-right: 0.1875rem solid; + border-left: 0.1875rem solid; + margin-left: 0.75em; + margin-right: 0.75em; +} +.callout[data-callout=pf2-note] .callout-content p { + line-height: 1.2; + margin-block-start: 0; + margin-block-end: 0; + margin-left: 0.5rem; + margin-bottom: 1rem; +} + +.callout[data-callout=success-degree] { + --callout-border-opacity: 0.3; + --callout-color: #e6e6b4; + --callout-background-alpha: 0.2; + --callout-padding: 1rem; + --callout-radius: 0.25rem; + font-size: 1rem; + overflow-wrap: break-word; + overflow-y: scroll; + background-color: #e6e6b4; + color: rgb(36, 36, 36); + border-color: var(--pf2e-light-brown-headers); + border-style: solid; + border-width: 0.05rem; + margin: 0.1875rem 0.125rem 0.125rem; + padding: 0.125rem; +} +.callout[data-callout=success-degree]:not(.admonition).drop-shadow { + box-shadow: rgb(0, 73, 97) 0 1.25rem 1.875rem -0.625rem; +} +.callout[data-callout=success-degree] .callout-title { + flex-direction: row; + flex-wrap: wrap; + justify-content: center; + align-items: center; + align-content: center; + border: none; + display: flex; + padding-top: 0.5rem; + padding-bottom: 0.5rem; + position: relative; +} +.callout[data-callout=success-degree] .callout-title .callout-icon .svg-icon { + display: none; +} +.callout[data-callout=success-degree] .callout-title .callout-title-inner { + font-size: clamp(1rem, 1.3125em, 1.25rem); + font-weight: 700; + margin-left: 1rem; + padding-bottom: 0.125rem; +} +.callout[data-callout=success-degree] .callout-title .callout-title-inner em { + font-weight: 500; +} +.callout[data-callout=success-degree] .callout-content { + background-color: #e6e6b4; + padding: 1rem; +} +.callout[data-callout=success-degree] .callout-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=success-degree] .callout-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=success-degree] .callout-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=success-degree] .callout-content h3::before { + display: none; +} +.callout[data-callout=success-degree] .callout-content h3::after { + display: none; +} +.callout[data-callout=success-degree] .callout-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.callout[data-callout=success-degree] .callout-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=success-degree] .callout-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.callout[data-callout=success-degree] .callout-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=success-degree] .callout-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=success-degree] .callout-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=success-degree] .callout-content h3::before { + display: none; +} +.callout[data-callout=success-degree] .callout-content h3::after { + display: none; +} +.callout[data-callout=success-degree] .callout-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.callout[data-callout=success-degree] .callout-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=success-degree] .callout-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.callout[data-callout=success-degree] .callout-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=success-degree] .callout-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=success-degree] .callout-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.callout[data-callout=success-degree] .callout-content h3::before { + display: none; +} +.callout[data-callout=success-degree] .callout-content h3::after { + display: none; +} +.callout[data-callout=success-degree] .callout-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.callout[data-callout=success-degree] .callout-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.callout[data-callout=success-degree] .callout-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.callout[data-callout=success-degree] .callout-content code { + background-color: rgb(232, 232, 232); + color: rgb(80, 62, 141); + font-family: var(--pf2e-font-monospace); +} +.callout[data-callout=success-degree] .callout-content a.internal-link { + font-weight: 600; + text-decoration: none; +} +.callout[data-callout=success-degree] .callout-content a.internal-link:hover { + text-decoration: underline; +} +.callout[data-callout=success-degree] .callout-content a.internal-link.is-unresolved { + font-style: italic; + text-decoration: none; +} +.callout[data-callout=success-degree] .callout-content a.internal-link.is-unresolved:hover { + text-decoration: underline; +} +.callout[data-callout=success-degree] .callout-content a.external-link { + font-weight: 600; + text-decoration: none; +} +.callout[data-callout=success-degree] .callout-content a.external-link:hover { + text-decoration: underline; +} +.callout[data-callout=success-degree] .callout-content strong { + padding-inline: 0.25rem; +} +.callout[data-callout=success-degree] .callout-content blockquote { + padding: 0.3125rem 0.3125rem 0.3125rem 0.625rem; + border-right: 0.1875rem solid; + border-left: 0.1875rem solid; + margin-left: 0.75em; + margin-right: 0.75em; +} +.callout[data-callout=success-degree] .callout-content p { + line-height: 1.2; + margin-block-start: 0; + margin-block-end: 0; + margin-left: 0.5rem; + margin-bottom: 1rem; +} + +.admonition[data-callout=pf2-note] { + --callout-border-opacity: 0.3; + --callout-color: rgb(227, 223, 187); + --callout-content-background: rgb(227, 223, 187); + --callout-background-alpha: 0.2; + --callout-padding: 1rem; + --callout-radius: 0.25rem; + font-size: 1rem; + overflow-wrap: break-word; + overflow-y: scroll; + box-shadow: 0 0 5px 0 rgba(26, 34, 77, 0.9); + border-color: var(--pf2e-light-brown-headers); + border-style: solid; + border-width: 0.05rem; + color: rgb(36, 36, 36); + margin: 3px 0.125rem 0.125rem; + padding: 0.125rem; +} +.admonition[data-callout=pf2-note] .admonition-title { + background-color: rgb(227, 223, 187); + flex-direction: row; + flex-wrap: wrap; + justify-content: center; + align-items: center; + align-content: center; + border: none; + display: flex; + padding-top: 0.5rem; + padding-bottom: 0.5rem; + position: relative; +} +.admonition[data-callout=pf2-note] .admonition-title .admonition-title-icon .svg-icon { + display: block; + height: 1.5rem; + left: 0.5rem; + margin-left: 0.5rem; + position: absolute; + top: 0.5rem; + width: 1.5rem; +} +.admonition[data-callout=pf2-note] .admonition-title .admonition-title-icon .svg-icon:has(.content) { + height: 1rem; + width: 1rem; +} +.admonition[data-callout=pf2-note] .admonition-title .admonition-title-inner { + font-size: clamp(1rem, 1.3125em, 1.25rem); + font-weight: 700; + padding-bottom: 0.125rem; + margin-right: 0.125rem; +} +.admonition[data-callout=pf2-note] .admonition-title .admonition-title-inner em { + font-weight: 500; +} +.admonition[data-callout=pf2-note] .admonition-content { + background-color: rgb(227, 223, 187); + padding: 1rem; +} +.admonition[data-callout=pf2-note] .admonition-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=pf2-note] .admonition-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=pf2-note] .admonition-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=pf2-note] .admonition-content h3::before { + display: none; +} +.admonition[data-callout=pf2-note] .admonition-content h3::after { + display: none; +} +.admonition[data-callout=pf2-note] .admonition-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.admonition[data-callout=pf2-note] .admonition-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=pf2-note] .admonition-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.admonition[data-callout=pf2-note] .admonition-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=pf2-note] .admonition-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=pf2-note] .admonition-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=pf2-note] .admonition-content h3::before { + display: none; +} +.admonition[data-callout=pf2-note] .admonition-content h3::after { + display: none; +} +.admonition[data-callout=pf2-note] .admonition-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.admonition[data-callout=pf2-note] .admonition-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=pf2-note] .admonition-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.admonition[data-callout=pf2-note] .admonition-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=pf2-note] .admonition-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=pf2-note] .admonition-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=pf2-note] .admonition-content h3::before { + display: none; +} +.admonition[data-callout=pf2-note] .admonition-content h3::after { + display: none; +} +.admonition[data-callout=pf2-note] .admonition-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.admonition[data-callout=pf2-note] .admonition-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=pf2-note] .admonition-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.admonition[data-callout=pf2-note] .admonition-content code { + background-color: rgb(232, 232, 232); + color: rgb(80, 62, 141); + font-family: var(--pf2e-font-monospace); +} +.admonition[data-callout=pf2-note] .admonition-content a.internal-link { + font-weight: 600; + text-decoration: none; +} +.admonition[data-callout=pf2-note] .admonition-content a.internal-link:hover { + text-decoration: underline; +} +.admonition[data-callout=pf2-note] .admonition-content a.internal-link.is-unresolved { + font-style: italic; + text-decoration: none; +} +.admonition[data-callout=pf2-note] .admonition-content a.internal-link.is-unresolved:hover { + text-decoration: underline; +} +.admonition[data-callout=pf2-note] .admonition-content a.external-link { + font-weight: 600; + text-decoration: none; +} +.admonition[data-callout=pf2-note] .admonition-content a.external-link:hover { + text-decoration: underline; +} +.admonition[data-callout=pf2-note] .admonition-content strong { + padding-inline: 0.25rem; +} +.admonition[data-callout=pf2-note] .admonition-content blockquote { + padding: 0.3125rem 0.3125rem 0.3125rem 0.625rem; + border-right: 0.1875rem solid; + border-left: 0.1875rem solid; + margin-left: 0.75em; + margin-right: 0.75em; +} +.admonition[data-callout=pf2-note] .admonition-content p { + line-height: 1.2; + margin-block-start: 0; + margin-block-end: 0; + margin-left: 0.5rem; + margin-bottom: 1rem; +} +.admonition[data-callout=pf2-note] .admonition-content > .callout { + mix-blend-mode: normal; + margin-bottom: 1rem; +} +.admonition[data-callout=pf2-note] .admonition-content-copy { + opacity: 0; + margin: 0.3125rem; + right: 0; + top: 0; + transition: 1s opacity ease-in-out; +} +.admonition[data-callout=pf2-note] .admonition-content-copy:hover { + color: rgba(232, 232, 232, 0.3); +} + +.admonition[data-callout=embed-ability] { + --callout-border-opacity: 0.3; + --callout-color: rgb(182, 197, 200); + --callout-content-background: rgb(182, 197, 200); + --callout-background-alpha: 0.2; + --callout-padding: 1rem; + --callout-radius: 0.25rem; + font-size: 1rem; + overflow-wrap: break-word; + overflow-y: scroll; + box-shadow: 0 0 5px 0 rgba(26, 34, 77, 0.9); + border-color: var(--pf2e-light-brown-headers); + border-style: solid; + border-width: 0.05rem; + color: rgb(36, 36, 36); + margin: 3px 0.125rem 0.125rem; + padding: 0.125rem; +} +.admonition[data-callout=embed-ability] .admonition-title { + background-color: rgb(182, 197, 200); + flex-direction: row; + flex-wrap: wrap; + justify-content: center; + align-items: center; + align-content: center; + border: none; + display: flex; + padding-top: 0.5rem; + padding-bottom: 0.5rem; + position: relative; +} +.admonition[data-callout=embed-ability] .admonition-title .admonition-title-icon .svg-icon { + display: block; + height: 1.5rem; + left: 0.5rem; + margin-left: 0.5rem; + position: absolute; + top: 0.5rem; + width: 1.5rem; +} +.admonition[data-callout=embed-ability] .admonition-title .admonition-title-icon .svg-icon:has(.content) { + height: 1rem; + width: 1rem; +} +.admonition[data-callout=embed-ability] .admonition-title .admonition-title-inner { + font-size: clamp(1rem, 1.3125em, 1.25rem); + font-weight: 700; + padding-bottom: 0.125rem; + margin-right: 0.125rem; +} +.admonition[data-callout=embed-ability] .admonition-title .admonition-title-inner em { + font-weight: 500; +} +.admonition[data-callout=embed-ability] .admonition-content { + background-color: rgb(182, 197, 200); + padding: 1rem; +} +.admonition[data-callout=embed-ability] .admonition-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=embed-ability] .admonition-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=embed-ability] .admonition-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=embed-ability] .admonition-content h3::before { + display: none; +} +.admonition[data-callout=embed-ability] .admonition-content h3::after { + display: none; +} +.admonition[data-callout=embed-ability] .admonition-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.admonition[data-callout=embed-ability] .admonition-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=embed-ability] .admonition-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.admonition[data-callout=embed-ability] .admonition-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=embed-ability] .admonition-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=embed-ability] .admonition-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=embed-ability] .admonition-content h3::before { + display: none; +} +.admonition[data-callout=embed-ability] .admonition-content h3::after { + display: none; +} +.admonition[data-callout=embed-ability] .admonition-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.admonition[data-callout=embed-ability] .admonition-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=embed-ability] .admonition-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.admonition[data-callout=embed-ability] .admonition-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=embed-ability] .admonition-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=embed-ability] .admonition-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=embed-ability] .admonition-content h3::before { + display: none; +} +.admonition[data-callout=embed-ability] .admonition-content h3::after { + display: none; +} +.admonition[data-callout=embed-ability] .admonition-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.admonition[data-callout=embed-ability] .admonition-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=embed-ability] .admonition-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.admonition[data-callout=embed-ability] .admonition-content code { + background-color: rgb(232, 232, 232); + color: rgb(80, 62, 141); + font-family: var(--pf2e-font-monospace); +} +.admonition[data-callout=embed-ability] .admonition-content a.internal-link { + font-weight: 600; + text-decoration: none; +} +.admonition[data-callout=embed-ability] .admonition-content a.internal-link:hover { + text-decoration: underline; +} +.admonition[data-callout=embed-ability] .admonition-content a.internal-link.is-unresolved { + font-style: italic; + text-decoration: none; +} +.admonition[data-callout=embed-ability] .admonition-content a.internal-link.is-unresolved:hover { + text-decoration: underline; +} +.admonition[data-callout=embed-ability] .admonition-content a.external-link { + font-weight: 600; + text-decoration: none; +} +.admonition[data-callout=embed-ability] .admonition-content a.external-link:hover { + text-decoration: underline; +} +.admonition[data-callout=embed-ability] .admonition-content strong { + padding-inline: 0.25rem; +} +.admonition[data-callout=embed-ability] .admonition-content blockquote { + padding: 0.3125rem 0.3125rem 0.3125rem 0.625rem; + border-right: 0.1875rem solid; + border-left: 0.1875rem solid; + margin-left: 0.75em; + margin-right: 0.75em; +} +.admonition[data-callout=embed-ability] .admonition-content p { + line-height: 1.2; + margin-block-start: 0; + margin-block-end: 0; + margin-left: 0.5rem; + margin-bottom: 1rem; +} +.admonition[data-callout=embed-ability] .admonition-content > .callout { + mix-blend-mode: normal; + margin-bottom: 1rem; +} +.admonition[data-callout=embed-ability] .admonition-content-copy { + opacity: 0; + margin: 0.3125rem; + right: 0; + top: 0; + transition: 1s opacity ease-in-out; +} +.admonition[data-callout=embed-ability] .admonition-content-copy:hover { + color: rgba(232, 232, 232, 0.3); +} + +.admonition[data-callout=embed-action] { + --callout-border-opacity: 0.3; + --callout-color: rgb(238, 221, 227); + --callout-content-background: rgb(238, 221, 227); + --callout-background-alpha: 0.2; + --callout-padding: 1rem; + --callout-radius: 0.25rem; + font-size: 1rem; + overflow-wrap: break-word; + overflow-y: scroll; + box-shadow: 0 0 5px 0 rgba(26, 34, 77, 0.9); + border-color: var(--pf2e-light-brown-headers); + border-style: solid; + border-width: 0.05rem; + color: rgb(36, 36, 36); + margin: 3px 0.125rem 0.125rem; + padding: 0.125rem; +} +.admonition[data-callout=embed-action] .admonition-title { + background-color: rgb(238, 221, 227); + flex-direction: row; + flex-wrap: wrap; + justify-content: center; + align-items: center; + align-content: center; + border: none; + display: flex; + padding-top: 0.5rem; + padding-bottom: 0.5rem; + position: relative; +} +.admonition[data-callout=embed-action] .admonition-title .admonition-title-icon .svg-icon { + display: block; + height: 1.5rem; + left: 0.5rem; + margin-left: 0.5rem; + position: absolute; + top: 0.5rem; + width: 1.5rem; +} +.admonition[data-callout=embed-action] .admonition-title .admonition-title-icon .svg-icon:has(.content) { + height: 1rem; + width: 1rem; +} +.admonition[data-callout=embed-action] .admonition-title .admonition-title-inner { + font-size: clamp(1rem, 1.3125em, 1.25rem); + font-weight: 700; + padding-bottom: 0.125rem; + margin-right: 0.125rem; +} +.admonition[data-callout=embed-action] .admonition-title .admonition-title-inner em { + font-weight: 500; +} +.admonition[data-callout=embed-action] .admonition-content { + background-color: rgb(238, 221, 227); + padding: 1rem; +} +.admonition[data-callout=embed-action] .admonition-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=embed-action] .admonition-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=embed-action] .admonition-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=embed-action] .admonition-content h3::before { + display: none; +} +.admonition[data-callout=embed-action] .admonition-content h3::after { + display: none; +} +.admonition[data-callout=embed-action] .admonition-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.admonition[data-callout=embed-action] .admonition-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=embed-action] .admonition-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.admonition[data-callout=embed-action] .admonition-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=embed-action] .admonition-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=embed-action] .admonition-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=embed-action] .admonition-content h3::before { + display: none; +} +.admonition[data-callout=embed-action] .admonition-content h3::after { + display: none; +} +.admonition[data-callout=embed-action] .admonition-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.admonition[data-callout=embed-action] .admonition-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=embed-action] .admonition-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.admonition[data-callout=embed-action] .admonition-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=embed-action] .admonition-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=embed-action] .admonition-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=embed-action] .admonition-content h3::before { + display: none; +} +.admonition[data-callout=embed-action] .admonition-content h3::after { + display: none; +} +.admonition[data-callout=embed-action] .admonition-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.admonition[data-callout=embed-action] .admonition-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=embed-action] .admonition-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.admonition[data-callout=embed-action] .admonition-content code { + background-color: rgb(232, 232, 232); + color: rgb(80, 62, 141); + font-family: var(--pf2e-font-monospace); +} +.admonition[data-callout=embed-action] .admonition-content a.internal-link { + font-weight: 600; + text-decoration: none; +} +.admonition[data-callout=embed-action] .admonition-content a.internal-link:hover { + text-decoration: underline; +} +.admonition[data-callout=embed-action] .admonition-content a.internal-link.is-unresolved { + font-style: italic; + text-decoration: none; +} +.admonition[data-callout=embed-action] .admonition-content a.internal-link.is-unresolved:hover { + text-decoration: underline; +} +.admonition[data-callout=embed-action] .admonition-content a.external-link { + font-weight: 600; + text-decoration: none; +} +.admonition[data-callout=embed-action] .admonition-content a.external-link:hover { + text-decoration: underline; +} +.admonition[data-callout=embed-action] .admonition-content strong { + padding-inline: 0.25rem; +} +.admonition[data-callout=embed-action] .admonition-content blockquote { + padding: 0.3125rem 0.3125rem 0.3125rem 0.625rem; + border-right: 0.1875rem solid; + border-left: 0.1875rem solid; + margin-left: 0.75em; + margin-right: 0.75em; +} +.admonition[data-callout=embed-action] .admonition-content p { + line-height: 1.2; + margin-block-start: 0; + margin-block-end: 0; + margin-left: 0.5rem; + margin-bottom: 1rem; +} +.admonition[data-callout=embed-action] .admonition-content > .callout { + mix-blend-mode: normal; + margin-bottom: 1rem; +} +.admonition[data-callout=embed-action] .admonition-content-copy { + opacity: 0; + margin: 0.3125rem; + right: 0; + top: 0; + transition: 1s opacity ease-in-out; +} +.admonition[data-callout=embed-action] .admonition-content-copy:hover { + color: rgba(232, 232, 232, 0.3); +} + +.admonition[data-callout=embed-avatar] { + --callout-border-opacity: 0.3; + --callout-color: rgb(236, 202, 99); + --callout-content-background: rgb(236, 202, 99); + --callout-background-alpha: 0.2; + --callout-padding: 1rem; + --callout-radius: 0.25rem; + font-size: 1rem; + overflow-wrap: break-word; + overflow-y: scroll; + box-shadow: 0 0 5px 0 rgba(26, 34, 77, 0.9); + border-color: var(--pf2e-light-brown-headers); + border-style: solid; + border-width: 0.05rem; + color: rgb(36, 36, 36); + margin: 3px 0.125rem 0.125rem; + padding: 0.125rem; +} +.admonition[data-callout=embed-avatar] .admonition-title { + background-color: rgb(236, 202, 99); + flex-direction: row; + flex-wrap: wrap; + justify-content: center; + align-items: center; + align-content: center; + border: none; + display: flex; + padding-top: 0.5rem; + padding-bottom: 0.5rem; + position: relative; +} +.admonition[data-callout=embed-avatar] .admonition-title .admonition-title-icon .svg-icon { + display: block; + height: 1.5rem; + left: 0.5rem; + margin-left: 0.5rem; + position: absolute; + top: 0.5rem; + width: 1.5rem; +} +.admonition[data-callout=embed-avatar] .admonition-title .admonition-title-icon .svg-icon:has(.content) { + height: 1rem; + width: 1rem; +} +.admonition[data-callout=embed-avatar] .admonition-title .admonition-title-inner { + font-size: clamp(1rem, 1.3125em, 1.25rem); + font-weight: 700; + padding-bottom: 0.125rem; + margin-right: 0.125rem; +} +.admonition[data-callout=embed-avatar] .admonition-title .admonition-title-inner em { + font-weight: 500; +} +.admonition[data-callout=embed-avatar] .admonition-content { + background-color: rgb(236, 202, 99); + padding: 1rem; +} +.admonition[data-callout=embed-avatar] .admonition-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=embed-avatar] .admonition-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=embed-avatar] .admonition-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=embed-avatar] .admonition-content h3::before { + display: none; +} +.admonition[data-callout=embed-avatar] .admonition-content h3::after { + display: none; +} +.admonition[data-callout=embed-avatar] .admonition-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.admonition[data-callout=embed-avatar] .admonition-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=embed-avatar] .admonition-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.admonition[data-callout=embed-avatar] .admonition-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=embed-avatar] .admonition-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=embed-avatar] .admonition-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=embed-avatar] .admonition-content h3::before { + display: none; +} +.admonition[data-callout=embed-avatar] .admonition-content h3::after { + display: none; +} +.admonition[data-callout=embed-avatar] .admonition-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.admonition[data-callout=embed-avatar] .admonition-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=embed-avatar] .admonition-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.admonition[data-callout=embed-avatar] .admonition-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=embed-avatar] .admonition-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=embed-avatar] .admonition-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=embed-avatar] .admonition-content h3::before { + display: none; +} +.admonition[data-callout=embed-avatar] .admonition-content h3::after { + display: none; +} +.admonition[data-callout=embed-avatar] .admonition-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.admonition[data-callout=embed-avatar] .admonition-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=embed-avatar] .admonition-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.admonition[data-callout=embed-avatar] .admonition-content code { + background-color: rgb(232, 232, 232); + color: rgb(80, 62, 141); + font-family: var(--pf2e-font-monospace); +} +.admonition[data-callout=embed-avatar] .admonition-content a.internal-link { + font-weight: 600; + text-decoration: none; +} +.admonition[data-callout=embed-avatar] .admonition-content a.internal-link:hover { + text-decoration: underline; +} +.admonition[data-callout=embed-avatar] .admonition-content a.internal-link.is-unresolved { + font-style: italic; + text-decoration: none; +} +.admonition[data-callout=embed-avatar] .admonition-content a.internal-link.is-unresolved:hover { + text-decoration: underline; +} +.admonition[data-callout=embed-avatar] .admonition-content a.external-link { + font-weight: 600; + text-decoration: none; +} +.admonition[data-callout=embed-avatar] .admonition-content a.external-link:hover { + text-decoration: underline; +} +.admonition[data-callout=embed-avatar] .admonition-content strong { + padding-inline: 0.25rem; +} +.admonition[data-callout=embed-avatar] .admonition-content blockquote { + padding: 0.3125rem 0.3125rem 0.3125rem 0.625rem; + border-right: 0.1875rem solid; + border-left: 0.1875rem solid; + margin-left: 0.75em; + margin-right: 0.75em; +} +.admonition[data-callout=embed-avatar] .admonition-content p { + line-height: 1.2; + margin-block-start: 0; + margin-block-end: 0; + margin-left: 0.5rem; + margin-bottom: 1rem; +} +.admonition[data-callout=embed-avatar] .admonition-content > .callout { + mix-blend-mode: normal; + margin-bottom: 1rem; +} +.admonition[data-callout=embed-avatar] .admonition-content-copy { + opacity: 0; + margin: 0.3125rem; + right: 0; + top: 0; + transition: 1s opacity ease-in-out; +} +.admonition[data-callout=embed-avatar] .admonition-content-copy:hover { + color: rgba(232, 232, 232, 0.3); +} + +.admonition[data-callout=embed-disease] { + --callout-border-opacity: 0.3; + --callout-color: rgb(36, 36, 36); + --callout-content-background: rgb(36, 36, 36); + --callout-background-alpha: 0.2; + --callout-padding: 1rem; + --callout-radius: 0.25rem; + font-size: 1rem; + overflow-wrap: break-word; + overflow-y: scroll; + box-shadow: 0 0 5px 0 rgba(26, 34, 77, 0.9); + border-color: var(--pf2e-light-brown-headers); + border-style: solid; + border-width: 0.05rem; + color: rgb(36, 36, 36); + margin: 3px 0.125rem 0.125rem; + padding: 0.125rem; +} +.admonition[data-callout=embed-disease] .admonition-title { + background-color: rgb(36, 36, 36); + flex-direction: row; + flex-wrap: wrap; + justify-content: center; + align-items: center; + align-content: center; + border: none; + display: flex; + padding-top: 0.5rem; + padding-bottom: 0.5rem; + position: relative; +} +.admonition[data-callout=embed-disease] .admonition-title .admonition-title-icon .svg-icon { + display: block; + height: 1.5rem; + left: 0.5rem; + margin-left: 0.5rem; + position: absolute; + top: 0.5rem; + width: 1.5rem; +} +.admonition[data-callout=embed-disease] .admonition-title .admonition-title-icon .svg-icon:has(.content) { + height: 1rem; + width: 1rem; +} +.admonition[data-callout=embed-disease] .admonition-title .admonition-title-inner { + font-size: clamp(1rem, 1.3125em, 1.25rem); + font-weight: 700; + padding-bottom: 0.125rem; + margin-right: 0.125rem; +} +.admonition[data-callout=embed-disease] .admonition-title .admonition-title-inner em { + font-weight: 500; +} +.admonition[data-callout=embed-disease] .admonition-content { + background-color: rgb(36, 36, 36); + padding: 1rem; +} +.admonition[data-callout=embed-disease] .admonition-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=embed-disease] .admonition-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=embed-disease] .admonition-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=embed-disease] .admonition-content h3::before { + display: none; +} +.admonition[data-callout=embed-disease] .admonition-content h3::after { + display: none; +} +.admonition[data-callout=embed-disease] .admonition-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.admonition[data-callout=embed-disease] .admonition-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=embed-disease] .admonition-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.admonition[data-callout=embed-disease] .admonition-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=embed-disease] .admonition-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=embed-disease] .admonition-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=embed-disease] .admonition-content h3::before { + display: none; +} +.admonition[data-callout=embed-disease] .admonition-content h3::after { + display: none; +} +.admonition[data-callout=embed-disease] .admonition-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.admonition[data-callout=embed-disease] .admonition-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=embed-disease] .admonition-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.admonition[data-callout=embed-disease] .admonition-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=embed-disease] .admonition-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=embed-disease] .admonition-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=embed-disease] .admonition-content h3::before { + display: none; +} +.admonition[data-callout=embed-disease] .admonition-content h3::after { + display: none; +} +.admonition[data-callout=embed-disease] .admonition-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.admonition[data-callout=embed-disease] .admonition-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=embed-disease] .admonition-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.admonition[data-callout=embed-disease] .admonition-content code { + background-color: rgb(232, 232, 232); + color: rgb(80, 62, 141); + font-family: var(--pf2e-font-monospace); +} +.admonition[data-callout=embed-disease] .admonition-content a.internal-link { + font-weight: 600; + text-decoration: none; +} +.admonition[data-callout=embed-disease] .admonition-content a.internal-link:hover { + text-decoration: underline; +} +.admonition[data-callout=embed-disease] .admonition-content a.internal-link.is-unresolved { + font-style: italic; + text-decoration: none; +} +.admonition[data-callout=embed-disease] .admonition-content a.internal-link.is-unresolved:hover { + text-decoration: underline; +} +.admonition[data-callout=embed-disease] .admonition-content a.external-link { + font-weight: 600; + text-decoration: none; +} +.admonition[data-callout=embed-disease] .admonition-content a.external-link:hover { + text-decoration: underline; +} +.admonition[data-callout=embed-disease] .admonition-content strong { + padding-inline: 0.25rem; +} +.admonition[data-callout=embed-disease] .admonition-content blockquote { + padding: 0.3125rem 0.3125rem 0.3125rem 0.625rem; + border-right: 0.1875rem solid; + border-left: 0.1875rem solid; + margin-left: 0.75em; + margin-right: 0.75em; +} +.admonition[data-callout=embed-disease] .admonition-content p { + line-height: 1.2; + margin-block-start: 0; + margin-block-end: 0; + margin-left: 0.5rem; + margin-bottom: 1rem; +} +.admonition[data-callout=embed-disease] .admonition-content > .callout { + mix-blend-mode: normal; + margin-bottom: 1rem; +} +.admonition[data-callout=embed-disease] .admonition-content-copy { + opacity: 0; + margin: 0.3125rem; + right: 0; + top: 0; + transition: 1s opacity ease-in-out; +} +.admonition[data-callout=embed-disease] .admonition-content-copy:hover { + color: rgba(232, 232, 232, 0.3); +} + +.admonition[data-callout=embed-feat] { + --callout-border-opacity: 0.3; + --callout-color: rgb(239, 187, 169); + --callout-content-background: rgb(239, 187, 169); + --callout-background-alpha: 0.2; + --callout-padding: 1rem; + --callout-radius: 0.25rem; + font-size: 1rem; + overflow-wrap: break-word; + overflow-y: scroll; + box-shadow: 0 0 5px 0 rgba(26, 34, 77, 0.9); + border-color: var(--pf2e-light-brown-headers); + border-style: solid; + border-width: 0.05rem; + color: rgb(36, 36, 36); + margin: 3px 0.125rem 0.125rem; + padding: 0.125rem; +} +.admonition[data-callout=embed-feat] .admonition-title { + background-color: rgb(239, 187, 169); + flex-direction: row; + flex-wrap: wrap; + justify-content: center; + align-items: center; + align-content: center; + border: none; + display: flex; + padding-top: 0.5rem; + padding-bottom: 0.5rem; + position: relative; +} +.admonition[data-callout=embed-feat] .admonition-title .admonition-title-icon .svg-icon { + display: block; + height: 1.5rem; + left: 0.5rem; + margin-left: 0.5rem; + position: absolute; + top: 0.5rem; + width: 1.5rem; +} +.admonition[data-callout=embed-feat] .admonition-title .admonition-title-icon .svg-icon:has(.content) { + height: 1rem; + width: 1rem; +} +.admonition[data-callout=embed-feat] .admonition-title .admonition-title-inner { + font-size: clamp(1rem, 1.3125em, 1.25rem); + font-weight: 700; + padding-bottom: 0.125rem; + margin-right: 0.125rem; +} +.admonition[data-callout=embed-feat] .admonition-title .admonition-title-inner em { + font-weight: 500; +} +.admonition[data-callout=embed-feat] .admonition-content { + background-color: rgb(239, 187, 169); + padding: 1rem; +} +.admonition[data-callout=embed-feat] .admonition-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=embed-feat] .admonition-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=embed-feat] .admonition-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=embed-feat] .admonition-content h3::before { + display: none; +} +.admonition[data-callout=embed-feat] .admonition-content h3::after { + display: none; +} +.admonition[data-callout=embed-feat] .admonition-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.admonition[data-callout=embed-feat] .admonition-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=embed-feat] .admonition-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.admonition[data-callout=embed-feat] .admonition-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=embed-feat] .admonition-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=embed-feat] .admonition-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=embed-feat] .admonition-content h3::before { + display: none; +} +.admonition[data-callout=embed-feat] .admonition-content h3::after { + display: none; +} +.admonition[data-callout=embed-feat] .admonition-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.admonition[data-callout=embed-feat] .admonition-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=embed-feat] .admonition-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.admonition[data-callout=embed-feat] .admonition-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=embed-feat] .admonition-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=embed-feat] .admonition-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=embed-feat] .admonition-content h3::before { + display: none; +} +.admonition[data-callout=embed-feat] .admonition-content h3::after { + display: none; +} +.admonition[data-callout=embed-feat] .admonition-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.admonition[data-callout=embed-feat] .admonition-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=embed-feat] .admonition-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.admonition[data-callout=embed-feat] .admonition-content code { + background-color: rgb(232, 232, 232); + color: rgb(80, 62, 141); + font-family: var(--pf2e-font-monospace); +} +.admonition[data-callout=embed-feat] .admonition-content a.internal-link { + font-weight: 600; + text-decoration: none; +} +.admonition[data-callout=embed-feat] .admonition-content a.internal-link:hover { + text-decoration: underline; +} +.admonition[data-callout=embed-feat] .admonition-content a.internal-link.is-unresolved { + font-style: italic; + text-decoration: none; +} +.admonition[data-callout=embed-feat] .admonition-content a.internal-link.is-unresolved:hover { + text-decoration: underline; +} +.admonition[data-callout=embed-feat] .admonition-content a.external-link { + font-weight: 600; + text-decoration: none; +} +.admonition[data-callout=embed-feat] .admonition-content a.external-link:hover { + text-decoration: underline; +} +.admonition[data-callout=embed-feat] .admonition-content strong { + padding-inline: 0.25rem; +} +.admonition[data-callout=embed-feat] .admonition-content blockquote { + padding: 0.3125rem 0.3125rem 0.3125rem 0.625rem; + border-right: 0.1875rem solid; + border-left: 0.1875rem solid; + margin-left: 0.75em; + margin-right: 0.75em; +} +.admonition[data-callout=embed-feat] .admonition-content p { + line-height: 1.2; + margin-block-start: 0; + margin-block-end: 0; + margin-left: 0.5rem; + margin-bottom: 1rem; +} +.admonition[data-callout=embed-feat] .admonition-content > .callout { + mix-blend-mode: normal; + margin-bottom: 1rem; +} +.admonition[data-callout=embed-feat] .admonition-content-copy { + opacity: 0; + margin: 0.3125rem; + right: 0; + top: 0; + transition: 1s opacity ease-in-out; +} +.admonition[data-callout=embed-feat] .admonition-content-copy:hover { + color: rgba(232, 232, 232, 0.3); +} + +.admonition[data-callout=embed-item] { + --callout-border-opacity: 0.3; + --callout-color: rgb(163, 200, 209); + --callout-content-background: rgb(163, 200, 209); + --callout-background-alpha: 0.2; + --callout-padding: 1rem; + --callout-radius: 0.25rem; + font-size: 1rem; + overflow-wrap: break-word; + overflow-y: scroll; + box-shadow: 0 0 5px 0 rgba(26, 34, 77, 0.9); + border-color: var(--pf2e-light-brown-headers); + border-style: solid; + border-width: 0.05rem; + color: rgb(36, 36, 36); + margin: 3px 0.125rem 0.125rem; + padding: 0.125rem; +} +.admonition[data-callout=embed-item] .admonition-title { + background-color: rgb(163, 200, 209); + flex-direction: row; + flex-wrap: wrap; + justify-content: center; + align-items: center; + align-content: center; + border: none; + display: flex; + padding-top: 0.5rem; + padding-bottom: 0.5rem; + position: relative; +} +.admonition[data-callout=embed-item] .admonition-title .admonition-title-icon .svg-icon { + display: block; + height: 1.5rem; + left: 0.5rem; + margin-left: 0.5rem; + position: absolute; + top: 0.5rem; + width: 1.5rem; +} +.admonition[data-callout=embed-item] .admonition-title .admonition-title-icon .svg-icon:has(.content) { + height: 1rem; + width: 1rem; +} +.admonition[data-callout=embed-item] .admonition-title .admonition-title-inner { + font-size: clamp(1rem, 1.3125em, 1.25rem); + font-weight: 700; + padding-bottom: 0.125rem; + margin-right: 0.125rem; +} +.admonition[data-callout=embed-item] .admonition-title .admonition-title-inner em { + font-weight: 500; +} +.admonition[data-callout=embed-item] .admonition-content { + background-color: rgb(163, 200, 209); + padding: 1rem; +} +.admonition[data-callout=embed-item] .admonition-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=embed-item] .admonition-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=embed-item] .admonition-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=embed-item] .admonition-content h3::before { + display: none; +} +.admonition[data-callout=embed-item] .admonition-content h3::after { + display: none; +} +.admonition[data-callout=embed-item] .admonition-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.admonition[data-callout=embed-item] .admonition-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=embed-item] .admonition-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.admonition[data-callout=embed-item] .admonition-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=embed-item] .admonition-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=embed-item] .admonition-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=embed-item] .admonition-content h3::before { + display: none; +} +.admonition[data-callout=embed-item] .admonition-content h3::after { + display: none; +} +.admonition[data-callout=embed-item] .admonition-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.admonition[data-callout=embed-item] .admonition-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=embed-item] .admonition-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.admonition[data-callout=embed-item] .admonition-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=embed-item] .admonition-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=embed-item] .admonition-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=embed-item] .admonition-content h3::before { + display: none; +} +.admonition[data-callout=embed-item] .admonition-content h3::after { + display: none; +} +.admonition[data-callout=embed-item] .admonition-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.admonition[data-callout=embed-item] .admonition-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=embed-item] .admonition-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.admonition[data-callout=embed-item] .admonition-content code { + background-color: rgb(232, 232, 232); + color: rgb(80, 62, 141); + font-family: var(--pf2e-font-monospace); +} +.admonition[data-callout=embed-item] .admonition-content a.internal-link { + font-weight: 600; + text-decoration: none; +} +.admonition[data-callout=embed-item] .admonition-content a.internal-link:hover { + text-decoration: underline; +} +.admonition[data-callout=embed-item] .admonition-content a.internal-link.is-unresolved { + font-style: italic; + text-decoration: none; +} +.admonition[data-callout=embed-item] .admonition-content a.internal-link.is-unresolved:hover { + text-decoration: underline; +} +.admonition[data-callout=embed-item] .admonition-content a.external-link { + font-weight: 600; + text-decoration: none; +} +.admonition[data-callout=embed-item] .admonition-content a.external-link:hover { + text-decoration: underline; +} +.admonition[data-callout=embed-item] .admonition-content strong { + padding-inline: 0.25rem; +} +.admonition[data-callout=embed-item] .admonition-content blockquote { + padding: 0.3125rem 0.3125rem 0.3125rem 0.625rem; + border-right: 0.1875rem solid; + border-left: 0.1875rem solid; + margin-left: 0.75em; + margin-right: 0.75em; +} +.admonition[data-callout=embed-item] .admonition-content p { + line-height: 1.2; + margin-block-start: 0; + margin-block-end: 0; + margin-left: 0.5rem; + margin-bottom: 1rem; +} +.admonition[data-callout=embed-item] .admonition-content > .callout { + mix-blend-mode: normal; + margin-bottom: 1rem; +} +.admonition[data-callout=embed-item] .admonition-content-copy { + opacity: 0; + margin: 0.3125rem; + right: 0; + top: 0; + transition: 1s opacity ease-in-out; +} +.admonition[data-callout=embed-item] .admonition-content-copy:hover { + color: rgba(232, 232, 232, 0.3); +} + +.admonition[data-callout=embed-ritual] { + --callout-border-opacity: 0.3; + --callout-color: rgb(158, 187, 144); + --callout-content-background: rgb(158, 187, 144); + --callout-background-alpha: 0.2; + --callout-padding: 1rem; + --callout-radius: 0.25rem; + font-size: 1rem; + overflow-wrap: break-word; + overflow-y: scroll; + box-shadow: 0 0 5px 0 rgba(26, 34, 77, 0.9); + border-color: var(--pf2e-light-brown-headers); + border-style: solid; + border-width: 0.05rem; + color: rgb(36, 36, 36); + margin: 3px 0.125rem 0.125rem; + padding: 0.125rem; +} +.admonition[data-callout=embed-ritual] .admonition-title { + background-color: rgb(158, 187, 144); + flex-direction: row; + flex-wrap: wrap; + justify-content: center; + align-items: center; + align-content: center; + border: none; + display: flex; + padding-top: 0.5rem; + padding-bottom: 0.5rem; + position: relative; +} +.admonition[data-callout=embed-ritual] .admonition-title .admonition-title-icon .svg-icon { + display: block; + height: 1.5rem; + left: 0.5rem; + margin-left: 0.5rem; + position: absolute; + top: 0.5rem; + width: 1.5rem; +} +.admonition[data-callout=embed-ritual] .admonition-title .admonition-title-icon .svg-icon:has(.content) { + height: 1rem; + width: 1rem; +} +.admonition[data-callout=embed-ritual] .admonition-title .admonition-title-inner { + font-size: clamp(1rem, 1.3125em, 1.25rem); + font-weight: 700; + padding-bottom: 0.125rem; + margin-right: 0.125rem; +} +.admonition[data-callout=embed-ritual] .admonition-title .admonition-title-inner em { + font-weight: 500; +} +.admonition[data-callout=embed-ritual] .admonition-content { + background-color: rgb(158, 187, 144); + padding: 1rem; +} +.admonition[data-callout=embed-ritual] .admonition-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=embed-ritual] .admonition-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=embed-ritual] .admonition-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=embed-ritual] .admonition-content h3::before { + display: none; +} +.admonition[data-callout=embed-ritual] .admonition-content h3::after { + display: none; +} +.admonition[data-callout=embed-ritual] .admonition-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.admonition[data-callout=embed-ritual] .admonition-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=embed-ritual] .admonition-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.admonition[data-callout=embed-ritual] .admonition-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=embed-ritual] .admonition-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=embed-ritual] .admonition-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=embed-ritual] .admonition-content h3::before { + display: none; +} +.admonition[data-callout=embed-ritual] .admonition-content h3::after { + display: none; +} +.admonition[data-callout=embed-ritual] .admonition-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.admonition[data-callout=embed-ritual] .admonition-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=embed-ritual] .admonition-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.admonition[data-callout=embed-ritual] .admonition-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=embed-ritual] .admonition-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=embed-ritual] .admonition-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=embed-ritual] .admonition-content h3::before { + display: none; +} +.admonition[data-callout=embed-ritual] .admonition-content h3::after { + display: none; +} +.admonition[data-callout=embed-ritual] .admonition-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.admonition[data-callout=embed-ritual] .admonition-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=embed-ritual] .admonition-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.admonition[data-callout=embed-ritual] .admonition-content code { + background-color: rgb(232, 232, 232); + color: rgb(80, 62, 141); + font-family: var(--pf2e-font-monospace); +} +.admonition[data-callout=embed-ritual] .admonition-content a.internal-link { + font-weight: 600; + text-decoration: none; +} +.admonition[data-callout=embed-ritual] .admonition-content a.internal-link:hover { + text-decoration: underline; +} +.admonition[data-callout=embed-ritual] .admonition-content a.internal-link.is-unresolved { + font-style: italic; + text-decoration: none; +} +.admonition[data-callout=embed-ritual] .admonition-content a.internal-link.is-unresolved:hover { + text-decoration: underline; +} +.admonition[data-callout=embed-ritual] .admonition-content a.external-link { + font-weight: 600; + text-decoration: none; +} +.admonition[data-callout=embed-ritual] .admonition-content a.external-link:hover { + text-decoration: underline; +} +.admonition[data-callout=embed-ritual] .admonition-content strong { + padding-inline: 0.25rem; +} +.admonition[data-callout=embed-ritual] .admonition-content blockquote { + padding: 0.3125rem 0.3125rem 0.3125rem 0.625rem; + border-right: 0.1875rem solid; + border-left: 0.1875rem solid; + margin-left: 0.75em; + margin-right: 0.75em; +} +.admonition[data-callout=embed-ritual] .admonition-content p { + line-height: 1.2; + margin-block-start: 0; + margin-block-end: 0; + margin-left: 0.5rem; + margin-bottom: 1rem; +} +.admonition[data-callout=embed-ritual] .admonition-content > .callout { + mix-blend-mode: normal; + margin-bottom: 1rem; +} +.admonition[data-callout=embed-ritual] .admonition-content-copy { + opacity: 0; + margin: 0.3125rem; + right: 0; + top: 0; + transition: 1s opacity ease-in-out; +} +.admonition[data-callout=embed-ritual] .admonition-content-copy:hover { + color: rgba(232, 232, 232, 0.3); +} + +.admonition[data-callout=inline-affliction] { + --callout-border-opacity: 0.3; + --callout-color: rgb(218, 216, 218); + --callout-content-background: rgb(218, 216, 218); + --callout-background-alpha: 0.2; + --callout-padding: 1rem; + --callout-radius: 0.25rem; + font-size: 1rem; + overflow-wrap: break-word; + overflow-y: scroll; + box-shadow: 0 0 5px 0 rgba(26, 34, 77, 0.9); + border-color: var(--pf2e-light-brown-headers); + border-style: solid; + border-width: 0.05rem; + color: rgb(36, 36, 36); + margin: 3px 0.125rem 0.125rem; + padding: 0.125rem; +} +.admonition[data-callout=inline-affliction] .admonition-title { + background-color: rgb(218, 216, 218); + flex-direction: row; + flex-wrap: wrap; + justify-content: center; + align-items: center; + align-content: center; + border: none; + display: flex; + padding-top: 0.5rem; + padding-bottom: 0.5rem; + position: relative; +} +.admonition[data-callout=inline-affliction] .admonition-title .admonition-title-icon .svg-icon { + display: block; + height: 1.5rem; + left: 0.5rem; + margin-left: 0.5rem; + position: absolute; + top: 0.5rem; + width: 1.5rem; +} +.admonition[data-callout=inline-affliction] .admonition-title .admonition-title-icon .svg-icon:has(.content) { + height: 1rem; + width: 1rem; +} +.admonition[data-callout=inline-affliction] .admonition-title .admonition-title-inner { + font-size: clamp(1rem, 1.3125em, 1.25rem); + font-weight: 700; + padding-bottom: 0.125rem; + margin-right: 0.125rem; +} +.admonition[data-callout=inline-affliction] .admonition-title .admonition-title-inner em { + font-weight: 500; +} +.admonition[data-callout=inline-affliction] .admonition-content { + background-color: rgb(218, 216, 218); + padding: 1rem; +} +.admonition[data-callout=inline-affliction] .admonition-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=inline-affliction] .admonition-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=inline-affliction] .admonition-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=inline-affliction] .admonition-content h3::before { + display: none; +} +.admonition[data-callout=inline-affliction] .admonition-content h3::after { + display: none; +} +.admonition[data-callout=inline-affliction] .admonition-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.admonition[data-callout=inline-affliction] .admonition-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=inline-affliction] .admonition-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.admonition[data-callout=inline-affliction] .admonition-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=inline-affliction] .admonition-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=inline-affliction] .admonition-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=inline-affliction] .admonition-content h3::before { + display: none; +} +.admonition[data-callout=inline-affliction] .admonition-content h3::after { + display: none; +} +.admonition[data-callout=inline-affliction] .admonition-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.admonition[data-callout=inline-affliction] .admonition-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=inline-affliction] .admonition-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.admonition[data-callout=inline-affliction] .admonition-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=inline-affliction] .admonition-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=inline-affliction] .admonition-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=inline-affliction] .admonition-content h3::before { + display: none; +} +.admonition[data-callout=inline-affliction] .admonition-content h3::after { + display: none; +} +.admonition[data-callout=inline-affliction] .admonition-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.admonition[data-callout=inline-affliction] .admonition-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=inline-affliction] .admonition-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.admonition[data-callout=inline-affliction] .admonition-content code { + background-color: rgb(232, 232, 232); + color: rgb(80, 62, 141); + font-family: var(--pf2e-font-monospace); +} +.admonition[data-callout=inline-affliction] .admonition-content a.internal-link { + font-weight: 600; + text-decoration: none; +} +.admonition[data-callout=inline-affliction] .admonition-content a.internal-link:hover { + text-decoration: underline; +} +.admonition[data-callout=inline-affliction] .admonition-content a.internal-link.is-unresolved { + font-style: italic; + text-decoration: none; +} +.admonition[data-callout=inline-affliction] .admonition-content a.internal-link.is-unresolved:hover { + text-decoration: underline; +} +.admonition[data-callout=inline-affliction] .admonition-content a.external-link { + font-weight: 600; + text-decoration: none; +} +.admonition[data-callout=inline-affliction] .admonition-content a.external-link:hover { + text-decoration: underline; +} +.admonition[data-callout=inline-affliction] .admonition-content strong { + padding-inline: 0.25rem; +} +.admonition[data-callout=inline-affliction] .admonition-content blockquote { + padding: 0.3125rem 0.3125rem 0.3125rem 0.625rem; + border-right: 0.1875rem solid; + border-left: 0.1875rem solid; + margin-left: 0.75em; + margin-right: 0.75em; +} +.admonition[data-callout=inline-affliction] .admonition-content p { + line-height: 1.2; + margin-block-start: 0; + margin-block-end: 0; + margin-left: 0.5rem; + margin-bottom: 1rem; +} +.admonition[data-callout=inline-affliction] .admonition-content > .callout { + mix-blend-mode: normal; + margin-bottom: 1rem; +} +.admonition[data-callout=inline-affliction] .admonition-content-copy { + opacity: 0; + margin: 0.3125rem; + right: 0; + top: 0; + transition: 1s opacity ease-in-out; +} +.admonition[data-callout=inline-affliction] .admonition-content-copy:hover { + color: rgba(232, 232, 232, 0.3); +} + +.admonition[data-callout=inline-attack] { + --callout-border-opacity: 0.3; + --callout-color: rgb(245, 229, 188); + --callout-content-background: rgb(245, 229, 188); + --callout-background-alpha: 0.2; + --callout-padding: 1rem; + --callout-radius: 0.25rem; + font-size: 1rem; + overflow-wrap: break-word; + overflow-y: scroll; + box-shadow: 0 0 5px 0 rgba(26, 34, 77, 0.9); + border-color: var(--pf2e-light-brown-headers); + border-style: solid; + border-width: 0.05rem; + color: rgb(36, 36, 36); + margin: 3px 0.125rem 0.125rem; + padding: 0.125rem; +} +.admonition[data-callout=inline-attack] .admonition-title { + background-color: rgb(245, 229, 188); + flex-direction: row; + flex-wrap: wrap; + justify-content: center; + align-items: center; + align-content: center; + border: none; + display: flex; + padding-top: 0.5rem; + padding-bottom: 0.5rem; + position: relative; +} +.admonition[data-callout=inline-attack] .admonition-title .admonition-title-icon .svg-icon { + display: block; + height: 1.5rem; + left: 0.5rem; + margin-left: 0.5rem; + position: absolute; + top: 0.5rem; + width: 1.5rem; +} +.admonition[data-callout=inline-attack] .admonition-title .admonition-title-icon .svg-icon:has(.content) { + height: 1rem; + width: 1rem; +} +.admonition[data-callout=inline-attack] .admonition-title .admonition-title-inner { + font-size: clamp(1rem, 1.3125em, 1.25rem); + font-weight: 700; + padding-bottom: 0.125rem; + margin-right: 0.125rem; +} +.admonition[data-callout=inline-attack] .admonition-title .admonition-title-inner em { + font-weight: 500; +} +.admonition[data-callout=inline-attack] .admonition-content { + background-color: rgb(245, 229, 188); + padding: 1rem; +} +.admonition[data-callout=inline-attack] .admonition-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=inline-attack] .admonition-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=inline-attack] .admonition-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=inline-attack] .admonition-content h3::before { + display: none; +} +.admonition[data-callout=inline-attack] .admonition-content h3::after { + display: none; +} +.admonition[data-callout=inline-attack] .admonition-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.admonition[data-callout=inline-attack] .admonition-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=inline-attack] .admonition-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.admonition[data-callout=inline-attack] .admonition-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=inline-attack] .admonition-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=inline-attack] .admonition-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=inline-attack] .admonition-content h3::before { + display: none; +} +.admonition[data-callout=inline-attack] .admonition-content h3::after { + display: none; +} +.admonition[data-callout=inline-attack] .admonition-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.admonition[data-callout=inline-attack] .admonition-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=inline-attack] .admonition-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.admonition[data-callout=inline-attack] .admonition-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=inline-attack] .admonition-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=inline-attack] .admonition-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=inline-attack] .admonition-content h3::before { + display: none; +} +.admonition[data-callout=inline-attack] .admonition-content h3::after { + display: none; +} +.admonition[data-callout=inline-attack] .admonition-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.admonition[data-callout=inline-attack] .admonition-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=inline-attack] .admonition-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.admonition[data-callout=inline-attack] .admonition-content code { + background-color: rgb(232, 232, 232); + color: rgb(80, 62, 141); + font-family: var(--pf2e-font-monospace); +} +.admonition[data-callout=inline-attack] .admonition-content a.internal-link { + font-weight: 600; + text-decoration: none; +} +.admonition[data-callout=inline-attack] .admonition-content a.internal-link:hover { + text-decoration: underline; +} +.admonition[data-callout=inline-attack] .admonition-content a.internal-link.is-unresolved { + font-style: italic; + text-decoration: none; +} +.admonition[data-callout=inline-attack] .admonition-content a.internal-link.is-unresolved:hover { + text-decoration: underline; +} +.admonition[data-callout=inline-attack] .admonition-content a.external-link { + font-weight: 600; + text-decoration: none; +} +.admonition[data-callout=inline-attack] .admonition-content a.external-link:hover { + text-decoration: underline; +} +.admonition[data-callout=inline-attack] .admonition-content strong { + padding-inline: 0.25rem; +} +.admonition[data-callout=inline-attack] .admonition-content blockquote { + padding: 0.3125rem 0.3125rem 0.3125rem 0.625rem; + border-right: 0.1875rem solid; + border-left: 0.1875rem solid; + margin-left: 0.75em; + margin-right: 0.75em; +} +.admonition[data-callout=inline-attack] .admonition-content p { + line-height: 1.2; + margin-block-start: 0; + margin-block-end: 0; + margin-left: 0.5rem; + margin-bottom: 1rem; +} +.admonition[data-callout=inline-attack] .admonition-content > .callout { + mix-blend-mode: normal; + margin-bottom: 1rem; +} +.admonition[data-callout=inline-attack] .admonition-content-copy { + opacity: 0; + margin: 0.3125rem; + right: 0; + top: 0; + transition: 1s opacity ease-in-out; +} +.admonition[data-callout=inline-attack] .admonition-content-copy:hover { + color: rgba(232, 232, 232, 0.3); +} + +.admonition[data-callout=pf2-summary] { + --callout-border-opacity: 0.3; + --callout-color: rgb(209, 224, 224); + --callout-content-background: rgb(209, 224, 224); + --callout-background-alpha: 0.2; + --callout-padding: 1rem; + --callout-radius: 0.25rem; + font-size: 1rem; + overflow-wrap: break-word; + overflow-y: scroll; + box-shadow: 0 0 5px 0 rgba(26, 34, 77, 0.9); + border-color: var(--pf2e-light-brown-headers); + border-style: solid; + border-width: 0.05rem; + color: rgb(36, 36, 36); + margin: 3px 0.125rem 0.125rem; + padding: 0.125rem; +} +.admonition[data-callout=pf2-summary] .admonition-title { + background-color: rgb(209, 224, 224); + flex-direction: row; + flex-wrap: wrap; + justify-content: center; + align-items: center; + align-content: center; + border: none; + display: flex; + padding-top: 0.5rem; + padding-bottom: 0.5rem; + position: relative; +} +.admonition[data-callout=pf2-summary] .admonition-title .admonition-title-icon .svg-icon { + display: block; + height: 1.5rem; + left: 0.5rem; + margin-left: 0.5rem; + position: absolute; + top: 0.5rem; + width: 1.5rem; +} +.admonition[data-callout=pf2-summary] .admonition-title .admonition-title-icon .svg-icon:has(.content) { + height: 1rem; + width: 1rem; +} +.admonition[data-callout=pf2-summary] .admonition-title .admonition-title-inner { + font-size: clamp(1rem, 1.3125em, 1.25rem); + font-weight: 700; + padding-bottom: 0.125rem; + margin-right: 0.125rem; +} +.admonition[data-callout=pf2-summary] .admonition-title .admonition-title-inner em { + font-weight: 500; +} +.admonition[data-callout=pf2-summary] .admonition-content { + background-color: rgb(209, 224, 224); + padding: 1rem; +} +.admonition[data-callout=pf2-summary] .admonition-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=pf2-summary] .admonition-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=pf2-summary] .admonition-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=pf2-summary] .admonition-content h3::before { + display: none; +} +.admonition[data-callout=pf2-summary] .admonition-content h3::after { + display: none; +} +.admonition[data-callout=pf2-summary] .admonition-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.admonition[data-callout=pf2-summary] .admonition-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=pf2-summary] .admonition-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.admonition[data-callout=pf2-summary] .admonition-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=pf2-summary] .admonition-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=pf2-summary] .admonition-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=pf2-summary] .admonition-content h3::before { + display: none; +} +.admonition[data-callout=pf2-summary] .admonition-content h3::after { + display: none; +} +.admonition[data-callout=pf2-summary] .admonition-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.admonition[data-callout=pf2-summary] .admonition-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=pf2-summary] .admonition-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.admonition[data-callout=pf2-summary] .admonition-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=pf2-summary] .admonition-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=pf2-summary] .admonition-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=pf2-summary] .admonition-content h3::before { + display: none; +} +.admonition[data-callout=pf2-summary] .admonition-content h3::after { + display: none; +} +.admonition[data-callout=pf2-summary] .admonition-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.admonition[data-callout=pf2-summary] .admonition-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=pf2-summary] .admonition-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.admonition[data-callout=pf2-summary] .admonition-content code { + background-color: rgb(232, 232, 232); + color: rgb(80, 62, 141); + font-family: var(--pf2e-font-monospace); +} +.admonition[data-callout=pf2-summary] .admonition-content a.internal-link { + font-weight: 600; + text-decoration: none; +} +.admonition[data-callout=pf2-summary] .admonition-content a.internal-link:hover { + text-decoration: underline; +} +.admonition[data-callout=pf2-summary] .admonition-content a.internal-link.is-unresolved { + font-style: italic; + text-decoration: none; +} +.admonition[data-callout=pf2-summary] .admonition-content a.internal-link.is-unresolved:hover { + text-decoration: underline; +} +.admonition[data-callout=pf2-summary] .admonition-content a.external-link { + font-weight: 600; + text-decoration: none; +} +.admonition[data-callout=pf2-summary] .admonition-content a.external-link:hover { + text-decoration: underline; +} +.admonition[data-callout=pf2-summary] .admonition-content strong { + padding-inline: 0.25rem; +} +.admonition[data-callout=pf2-summary] .admonition-content blockquote { + padding: 0.3125rem 0.3125rem 0.3125rem 0.625rem; + border-right: 0.1875rem solid; + border-left: 0.1875rem solid; + margin-left: 0.75em; + margin-right: 0.75em; +} +.admonition[data-callout=pf2-summary] .admonition-content p { + line-height: 1.2; + margin-block-start: 0; + margin-block-end: 0; + margin-left: 0.5rem; + margin-bottom: 1rem; +} +.admonition[data-callout=pf2-summary] .admonition-content > .callout { + mix-blend-mode: normal; + margin-bottom: 1rem; +} +.admonition[data-callout=pf2-summary] .admonition-content-copy { + opacity: 0; + margin: 0.3125rem; + right: 0; + top: 0; + transition: 1s opacity ease-in-out; +} +.admonition[data-callout=pf2-summary] .admonition-content-copy:hover { + color: rgba(232, 232, 232, 0.3); +} + +.admonition[data-callout=statblock-pf2] { + --callout-border-opacity: 0.3; + --callout-color: rgb(239, 215, 143); + --callout-content-background: rgb(239, 215, 143); + --callout-background-alpha: 0.2; + --callout-padding: 1rem; + --callout-radius: 0.25rem; + font-size: 1rem; + overflow-wrap: break-word; + overflow-y: scroll; + box-shadow: 0 0 5px 0 rgba(26, 34, 77, 0.9); + border-color: var(--pf2e-light-brown-headers); + border-style: solid; + border-width: 0.05rem; + color: rgb(36, 36, 36); + margin: 3px 0.125rem 0.125rem; + padding: 0.125rem; +} +.admonition[data-callout=statblock-pf2] .admonition-title { + background-color: rgb(239, 215, 143); + flex-direction: row; + flex-wrap: wrap; + justify-content: center; + align-items: center; + align-content: center; + border: none; + display: flex; + padding-top: 0.5rem; + padding-bottom: 0.5rem; + position: relative; +} +.admonition[data-callout=statblock-pf2] .admonition-title .admonition-title-icon .svg-icon { + display: block; + height: 1.5rem; + left: 0.5rem; + margin-left: 0.5rem; + position: absolute; + top: 0.5rem; + width: 1.5rem; +} +.admonition[data-callout=statblock-pf2] .admonition-title .admonition-title-icon .svg-icon:has(.content) { + height: 1rem; + width: 1rem; +} +.admonition[data-callout=statblock-pf2] .admonition-title .admonition-title-inner { + font-size: clamp(1rem, 1.3125em, 1.25rem); + font-weight: 700; + padding-bottom: 0.125rem; + margin-right: 0.125rem; +} +.admonition[data-callout=statblock-pf2] .admonition-title .admonition-title-inner em { + font-weight: 500; +} +.admonition[data-callout=statblock-pf2] .admonition-content { + background-color: rgb(239, 215, 143); + padding: 1rem; +} +.admonition[data-callout=statblock-pf2] .admonition-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=statblock-pf2] .admonition-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=statblock-pf2] .admonition-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=statblock-pf2] .admonition-content h3::before { + display: none; +} +.admonition[data-callout=statblock-pf2] .admonition-content h3::after { + display: none; +} +.admonition[data-callout=statblock-pf2] .admonition-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.admonition[data-callout=statblock-pf2] .admonition-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=statblock-pf2] .admonition-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.admonition[data-callout=statblock-pf2] .admonition-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=statblock-pf2] .admonition-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=statblock-pf2] .admonition-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=statblock-pf2] .admonition-content h3::before { + display: none; +} +.admonition[data-callout=statblock-pf2] .admonition-content h3::after { + display: none; +} +.admonition[data-callout=statblock-pf2] .admonition-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.admonition[data-callout=statblock-pf2] .admonition-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=statblock-pf2] .admonition-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.admonition[data-callout=statblock-pf2] .admonition-content h1 { + font-size: clamp(1.125rem, 1.5em, 1.375rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=statblock-pf2] .admonition-content h2 { + font-size: clamp(1rem, 1.3125em, 1.25rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=statblock-pf2] .admonition-content h3 { + font-size: clamp(0.875rem, 1.125em, 1rem); + padding-bottom: 0.125em; + text-align: center; +} +.admonition[data-callout=statblock-pf2] .admonition-content h3::before { + display: none; +} +.admonition[data-callout=statblock-pf2] .admonition-content h3::after { + display: none; +} +.admonition[data-callout=statblock-pf2] .admonition-content h4 { + font-size: clamp(0.75rem, 1em, 0.875rem); + padding-bottom: 0.5em; + text-align: center; +} +.admonition[data-callout=statblock-pf2] .admonition-content h5 { + font-size: clamp(0.625rem, 0.9375em, 0.75rem); + padding-bottom: 0.25em; + text-align: center; +} +.admonition[data-callout=statblock-pf2] .admonition-content h6 { + font-size: clamp(0.8125em, 0.5rem, 0.625rem); + padding-bottom: 0.75em; + text-align: center; +} +.admonition[data-callout=statblock-pf2] .admonition-content code { + background-color: rgb(232, 232, 232); + color: rgb(80, 62, 141); + font-family: var(--pf2e-font-monospace); +} +.admonition[data-callout=statblock-pf2] .admonition-content a.internal-link { + font-weight: 600; + text-decoration: none; +} +.admonition[data-callout=statblock-pf2] .admonition-content a.internal-link:hover { + text-decoration: underline; +} +.admonition[data-callout=statblock-pf2] .admonition-content a.internal-link.is-unresolved { + font-style: italic; + text-decoration: none; +} +.admonition[data-callout=statblock-pf2] .admonition-content a.internal-link.is-unresolved:hover { + text-decoration: underline; +} +.admonition[data-callout=statblock-pf2] .admonition-content a.external-link { + font-weight: 600; + text-decoration: none; +} +.admonition[data-callout=statblock-pf2] .admonition-content a.external-link:hover { + text-decoration: underline; +} +.admonition[data-callout=statblock-pf2] .admonition-content strong { + padding-inline: 0.25rem; +} +.admonition[data-callout=statblock-pf2] .admonition-content blockquote { + padding: 0.3125rem 0.3125rem 0.3125rem 0.625rem; + border-right: 0.1875rem solid; + border-left: 0.1875rem solid; + margin-left: 0.75em; + margin-right: 0.75em; +} +.admonition[data-callout=statblock-pf2] .admonition-content p { + line-height: 1.2; + margin-block-start: 0; + margin-block-end: 0; + margin-left: 0.5rem; + margin-bottom: 1rem; +} +.admonition[data-callout=statblock-pf2] .admonition-content > .callout { + mix-blend-mode: normal; + margin-bottom: 1rem; +} +.admonition[data-callout=statblock-pf2] .admonition-content-copy { + opacity: 0; + margin: 0.3125rem; + right: 0; + top: 0; + transition: 1s opacity ease-in-out; +} +.admonition[data-callout=statblock-pf2] .admonition-content-copy:hover { + color: rgba(232, 232, 232, 0.3); +} + +.callout[data-callout=pf2-beige] .callout-title .callout-title-inner { + margin-left: 0.25rem; + padding-bottom: 0.25rem; +} +.callout[data-callout=pf2-beige] .callout-content a.internal-link { + color: rgb(102, 51, 51); +} +.callout[data-callout=pf2-beige] .callout-content a.internal-link:hover { + color: #aa5555; +} +.callout[data-callout=pf2-beige] .callout-content a.internal-link.is-unresolved { + color: rgb(0, 73, 97); +} +.callout[data-callout=pf2-beige] .callout-content a.internal-link.is-unresolved:hover { + color: #0096c7; +} +.callout[data-callout=pf2-beige] .callout-content a.internal-link:is([href*="#Actions"]) { + color: transparent; +} +.callout[data-callout=pf2-beige] .callout-content a.internal-link:is([href*="#Actions"]):has(.admonition) { + vertical-align: sub; +} +.callout[data-callout=pf2-beige] .callout-content a.external-link { + color: rgb(107, 0, 153); +} +.callout[data-callout=pf2-beige] .callout-content a.external-link:hover { + color: #b200ff; +} +.callout[data-callout=pf2-beige] .callout-content em { + color: rgb(51, 51, 51); +} +.callout[data-callout=pf2-beige] .callout-content h1 { + color: rgb(80, 67, 79); +} +.callout[data-callout=pf2-beige] .callout-content h2 { + color: rgb(44, 70, 78); +} +.callout[data-callout=pf2-beige] .callout-content h3 { + color: rgb(51, 51, 51); +} +.callout[data-callout=pf2-beige] .callout-content h4 { + color: rgb(42, 72, 62); +} +.callout[data-callout=pf2-beige] .callout-content h5 { + color: rgb(102, 51, 51); +} +.callout[data-callout=pf2-beige] .callout-content h6 { + color: rgb(36, 36, 36); +} +.callout[data-callout=pf2-beige] .callout-content strong { + color: rgb(51, 66, 82); +} +.callout[data-callout=pf2-beige] .callout-content strong em { + color: #333b43; +} +.callout[data-callout=pf2-beige] .callout-content ol > li::marker, +.callout[data-callout=pf2-beige] .callout-content ul > li::marker { + color: rgb(204, 72, 0); +} +.callout[data-callout=pf2-beige] .callout-content h1, .callout[data-callout=pf2-beige] .callout-content h2, .callout[data-callout=pf2-beige] .callout-content h3, .callout[data-callout=pf2-beige] .callout-content h4, .callout[data-callout=pf2-beige] .callout-content h5, .callout[data-callout=pf2-beige] .callout-content h6 { + text-align: left; + padding-left: 0.25rem; +} + +.callout[data-callout=pf2-brown] .callout-title .callout-title-inner { + font-family: "Helvetica Neue", Helvetica, Arial, "Pathfinder", sans-serif; + margin-left: 0.25rem; + text-align: center; +} +.callout[data-callout=pf2-brown] .callout-content a.internal-link { + color: rgb(102, 51, 51); +} +.callout[data-callout=pf2-brown] .callout-content a.internal-link:hover { + color: #aa5555; +} +.callout[data-callout=pf2-brown] .callout-content a.internal-link.is-unresolved { + color: rgb(0, 73, 97); +} +.callout[data-callout=pf2-brown] .callout-content a.internal-link.is-unresolved:hover { + color: #0096c7; +} +.callout[data-callout=pf2-brown] .callout-content a.internal-link:is([href*="#Actions"]) { + color: transparent; +} +.callout[data-callout=pf2-brown] .callout-content a.internal-link:is([href*="#Actions"]):has(.admonition) { + vertical-align: sub; +} +.callout[data-callout=pf2-brown] .callout-content a.external-link { + color: rgb(107, 0, 153); +} +.callout[data-callout=pf2-brown] .callout-content a.external-link:hover { + color: #b200ff; +} +.callout[data-callout=pf2-brown] .callout-content em { + color: rgb(51, 51, 51); +} +.callout[data-callout=pf2-brown] .callout-content h1 { + color: rgb(80, 67, 79); +} +.callout[data-callout=pf2-brown] .callout-content h2 { + color: rgb(44, 70, 78); +} +.callout[data-callout=pf2-brown] .callout-content h3 { + color: rgb(51, 51, 51); +} +.callout[data-callout=pf2-brown] .callout-content h4 { + color: rgb(42, 72, 62); +} +.callout[data-callout=pf2-brown] .callout-content h5 { + color: rgb(102, 51, 51); +} +.callout[data-callout=pf2-brown] .callout-content h6 { + color: rgb(36, 36, 36); +} +.callout[data-callout=pf2-brown] .callout-content strong { + color: rgb(51, 66, 82); +} +.callout[data-callout=pf2-brown] .callout-content strong em { + color: #333b43; +} +.callout[data-callout=pf2-brown] .callout-content ol > li::marker, +.callout[data-callout=pf2-brown] .callout-content ul > li::marker { + color: rgb(204, 72, 0); +} + +.callout.callout[data-callout=pf2-example] .callout-content a.internal-link { + color: rgb(102, 51, 51); +} +.callout.callout[data-callout=pf2-example] .callout-content a.internal-link:hover { + color: #aa5555; +} +.callout.callout[data-callout=pf2-example] .callout-content a.internal-link.is-unresolved { + color: rgb(0, 73, 97); +} +.callout.callout[data-callout=pf2-example] .callout-content a.internal-link.is-unresolved:hover { + color: #0096c7; +} +.callout.callout[data-callout=pf2-example] .callout-content a.internal-link:is([href*="#Actions"]) { + color: transparent; +} +.callout.callout[data-callout=pf2-example] .callout-content a.internal-link:is([href*="#Actions"]):has(.admonition) { + vertical-align: sub; +} +.callout.callout[data-callout=pf2-example] .callout-content a.external-link { + color: rgb(107, 0, 153); +} +.callout.callout[data-callout=pf2-example] .callout-content a.external-link:hover { + color: #b200ff; +} +.callout.callout[data-callout=pf2-example] .callout-content em { + color: rgb(51, 51, 51); +} +.callout.callout[data-callout=pf2-example] .callout-content h1 { + color: rgb(80, 67, 79); +} +.callout.callout[data-callout=pf2-example] .callout-content h2 { + color: rgb(44, 70, 78); +} +.callout.callout[data-callout=pf2-example] .callout-content h3 { + color: rgb(51, 51, 51); +} +.callout.callout[data-callout=pf2-example] .callout-content h4 { + color: rgb(42, 72, 62); +} +.callout.callout[data-callout=pf2-example] .callout-content h5 { + color: rgb(102, 51, 51); +} +.callout.callout[data-callout=pf2-example] .callout-content h6 { + color: rgb(36, 36, 36); +} +.callout.callout[data-callout=pf2-example] .callout-content strong { + color: rgb(51, 66, 82); +} +.callout.callout[data-callout=pf2-example] .callout-content strong em { + color: #333b43; +} +.callout.callout[data-callout=pf2-example] .callout-content ol > li::marker, +.callout.callout[data-callout=pf2-example] .callout-content ul > li::marker { + color: rgb(204, 72, 0); +} + +.callout[data-callout=pf2-inset] .callout-title .callout-title-inner { + display: none; +} +.callout[data-callout=pf2-inset] .callout-content { + font-weight: 700; +} + +.callout[data-callout=pf2-key-box] { + color: rgb(232, 232, 232); + clear: left; + display: inline-flex; + float-wrap: wrap; + float: left; + font-family: "Times New Roman", Times, serif; + text-transform: capitalize; +} +.callout[data-callout=pf2-key-box] .callout-content a.internal-link { + color: rgb(255, 219, 88); +} +.callout[data-callout=pf2-key-box] .callout-content a.internal-link:hover { + color: #f1bd00; +} +.callout[data-callout=pf2-key-box] .callout-content a.internal-link.is-unresolved { + color: #b3d13c; +} +.callout[data-callout=pf2-key-box] .callout-content a.internal-link.is-unresolved:hover { + color: #728720; +} +.callout[data-callout=pf2-key-box] .callout-content a.external-link { + color: rgb(var(--callout-color)); + filter: invert(100%); +} +.callout[data-callout=pf2-key-box] .callout-content a.external-link:hover { + filter: invert(100%) brightness(1.2); +} +.callout[data-callout=pf2-key-box] .callout-content em { + color: rgb(154, 205, 50); +} +.callout[data-callout=pf2-key-box] .callout-content h1, .callout[data-callout=pf2-key-box] .callout-content h2, .callout[data-callout=pf2-key-box] .callout-content h3, .callout[data-callout=pf2-key-box] .callout-content h4, .callout[data-callout=pf2-key-box] .callout-content h5, .callout[data-callout=pf2-key-box] .callout-content h6 { + color: rgb(232, 232, 232); +} +.callout[data-callout=pf2-key-box] .callout-content p { + color: rgb(232, 232, 232); +} +.callout[data-callout=pf2-key-box] .callout-content strong { + color: rgb(255, 143, 143); +} +.callout[data-callout=pf2-key-box] .callout-content strong em { + color: #cdae61; +} +.callout[data-callout=pf2-key-box] .callout-content ol > li::marker, +.callout[data-callout=pf2-key-box] .callout-content ul > li::marker { + color: rgb(204, 72, 0); +} +.callout[data-callout=pf2-key-box] .callout-content ul { + margin-block-end: unset; + margin-block-start: unset; + padding: 0.5em; +} + +.callout[data-callout=pf2-note] { + clear: both; + font-style: italic; + text-align: center; + margin-bottom: 1rem; +} +.callout[data-callout=pf2-note] .callout-title .callout-title-inner { + flex: unset; + display: none; +} +.admonition .callout[data-callout=pf2-note] .callout-title .callout-title-inner { + display: inline; +} +.callout[data-callout=pf2-note] .callout-content { + margin-bottom: -0.5rem; +} +.callout[data-callout=pf2-note] .callout-content a.internal-link { + color: rgb(102, 51, 51); +} +.callout[data-callout=pf2-note] .callout-content a.internal-link:hover { + color: #aa5555; +} +.callout[data-callout=pf2-note] .callout-content a.internal-link.is-unresolved { + color: rgb(0, 73, 97); +} +.callout[data-callout=pf2-note] .callout-content a.internal-link.is-unresolved:hover { + color: #0096c7; +} +.callout[data-callout=pf2-note] .callout-content a.internal-link:is([href*="#Actions"]) { + color: transparent; +} +.callout[data-callout=pf2-note] .callout-content a.internal-link:is([href*="#Actions"]):has(.admonition) { + vertical-align: sub; +} +.callout[data-callout=pf2-note] .callout-content a.external-link { + color: rgb(107, 0, 153); +} +.callout[data-callout=pf2-note] .callout-content a.external-link:hover { + color: #b200ff; +} +.callout[data-callout=pf2-note] .callout-content em { + color: rgb(51, 51, 51); +} +.callout[data-callout=pf2-note] .callout-content h1 { + color: rgb(80, 67, 79); +} +.callout[data-callout=pf2-note] .callout-content h2 { + color: rgb(44, 70, 78); +} +.callout[data-callout=pf2-note] .callout-content h3 { + color: rgb(51, 51, 51); +} +.callout[data-callout=pf2-note] .callout-content h4 { + color: rgb(42, 72, 62); +} +.callout[data-callout=pf2-note] .callout-content h5 { + color: rgb(102, 51, 51); +} +.callout[data-callout=pf2-note] .callout-content h6 { + color: rgb(36, 36, 36); +} +.callout[data-callout=pf2-note] .callout-content strong { + color: rgb(51, 66, 82); +} +.callout[data-callout=pf2-note] .callout-content strong em { + color: #333b43; +} +.callout[data-callout=pf2-note] .callout-content ol > li::marker, +.callout[data-callout=pf2-note] .callout-content ul > li::marker { + color: rgb(204, 72, 0); +} + +.callout[data-callout=pf2-red] { + color: rgb(232, 232, 232); +} +.callout[data-callout=pf2-red] .callout-title .callout-title-inner { + font-family: "Times New Roman", Times, serif; +} +.callout[data-callout=pf2-red] .callout-title .callout-title-inner strong { + color: rgb(255, 143, 143); +} +.callout[data-callout=pf2-red] .callout-title .callout-title-inner a { + color: rgb(204, 72, 0); +} +.callout[data-callout=pf2-red] .callout-content a.internal-link { + color: rgb(255, 219, 88); +} +.callout[data-callout=pf2-red] .callout-content a.internal-link:hover { + color: #f1bd00; +} +.callout[data-callout=pf2-red] .callout-content a.internal-link.is-unresolved { + color: #b3d13c; +} +.callout[data-callout=pf2-red] .callout-content a.internal-link.is-unresolved:hover { + color: #728720; +} +.callout[data-callout=pf2-red] .callout-content a.external-link { + color: rgb(var(--callout-color)); + filter: invert(100%); +} +.callout[data-callout=pf2-red] .callout-content a.external-link:hover { + filter: invert(100%) brightness(1.2); +} +.callout[data-callout=pf2-red] .callout-content em { + color: rgb(154, 205, 50); +} +.callout[data-callout=pf2-red] .callout-content h1, .callout[data-callout=pf2-red] .callout-content h2, .callout[data-callout=pf2-red] .callout-content h3, .callout[data-callout=pf2-red] .callout-content h4, .callout[data-callout=pf2-red] .callout-content h5, .callout[data-callout=pf2-red] .callout-content h6 { + color: rgb(232, 232, 232); +} +.callout[data-callout=pf2-red] .callout-content p { + color: rgb(232, 232, 232); +} +.callout[data-callout=pf2-red] .callout-content strong { + color: rgb(255, 143, 143); +} +.callout[data-callout=pf2-red] .callout-content strong em { + color: #cdae61; +} +.callout[data-callout=pf2-red] .callout-content ol > li::marker, +.callout[data-callout=pf2-red] .callout-content ul > li::marker { + color: rgb(204, 72, 0); +} +.callout[data-callout=pf2-red] .callout-content ul { + margin-block-end: unset; + margin-block-start: unset; + padding: 0.5em; +} +.callout[data-callout=pf2-red] .callout-content table th { + color: rgb(232, 232, 232); +} + +.callout[data-callout=pf2-sidebar] { + color: rgb(128, 0, 0); + clear: right; + float: right; + max-height: 85vh; + max-width: 50vw; + overflow-wrap: break-word; + overflow-y: scroll; +} +.callout[data-callout=pf2-sidebar] .callout-content a.internal-link { + color: rgb(102, 51, 51); +} +.callout[data-callout=pf2-sidebar] .callout-content a.internal-link:hover { + color: #aa5555; +} +.callout[data-callout=pf2-sidebar] .callout-content a.internal-link.is-unresolved { + color: rgb(0, 73, 97); +} +.callout[data-callout=pf2-sidebar] .callout-content a.internal-link.is-unresolved:hover { + color: #0096c7; +} +.callout[data-callout=pf2-sidebar] .callout-content a.internal-link:is([href*="#Actions"]) { + color: transparent; +} +.callout[data-callout=pf2-sidebar] .callout-content a.internal-link:is([href*="#Actions"]):has(.admonition) { + vertical-align: sub; +} +.callout[data-callout=pf2-sidebar] .callout-content a.external-link { + color: rgb(107, 0, 153); +} +.callout[data-callout=pf2-sidebar] .callout-content a.external-link:hover { + color: #b200ff; +} +.callout[data-callout=pf2-sidebar] .callout-content em { + color: rgb(51, 51, 51); +} +.callout[data-callout=pf2-sidebar] .callout-content h1 { + color: rgb(80, 67, 79); +} +.callout[data-callout=pf2-sidebar] .callout-content h2 { + color: rgb(44, 70, 78); +} +.callout[data-callout=pf2-sidebar] .callout-content h3 { + color: rgb(51, 51, 51); +} +.callout[data-callout=pf2-sidebar] .callout-content h4 { + color: rgb(42, 72, 62); +} +.callout[data-callout=pf2-sidebar] .callout-content h5 { + color: rgb(102, 51, 51); +} +.callout[data-callout=pf2-sidebar] .callout-content h6 { + color: rgb(36, 36, 36); +} +.callout[data-callout=pf2-sidebar] .callout-content strong { + color: rgb(51, 66, 82); +} +.callout[data-callout=pf2-sidebar] .callout-content strong em { + color: #333b43; +} +.callout[data-callout=pf2-sidebar] .callout-content ol > li::marker, +.callout[data-callout=pf2-sidebar] .callout-content ul > li::marker { + color: rgb(204, 72, 0); +} + +.callout[data-callout=pf2-tip] { + color: rgb(36, 36, 36); +} +.callout[data-callout=pf2-tip] em { + color: #e1daba; +} +.callout[data-callout=pf2-tip] strong { + color: #8e959d; +} +.callout[data-callout=pf2-tip] strong em { + color: #333b43; +} +.callout[data-callout=pf2-tip] .callout-title { + background-color: rgb(6, 20, 53); +} +.callout[data-callout=pf2-tip] .callout-title .callout-title-inner { + color: rgb(217, 204, 140); + margin-left: 0.25rem; + text-align: left; +} +.callout[data-callout=pf2-tip] .callout-title .callout-title-inner a { + color: #aa5555; +} +.callout[data-callout=pf2-tip] .callout-content a.internal-link { + color: rgb(102, 51, 51); +} +.callout[data-callout=pf2-tip] .callout-content a.internal-link:hover { + color: #aa5555; +} +.callout[data-callout=pf2-tip] .callout-content a.internal-link.is-unresolved { + color: rgb(0, 73, 97); +} +.callout[data-callout=pf2-tip] .callout-content a.internal-link.is-unresolved:hover { + color: #0096c7; +} +.callout[data-callout=pf2-tip] .callout-content a.external-link { + color: rgb(107, 0, 153); +} +.callout[data-callout=pf2-tip] .callout-content a.external-link:hover { + color: #b200ff; +} +.callout[data-callout=pf2-tip] .callout-content em { + color: rgb(51, 51, 51); +} +.callout[data-callout=pf2-tip] .callout-content h1 { + color: rgb(80, 67, 79); +} +.callout[data-callout=pf2-tip] .callout-content h2 { + color: rgb(44, 70, 78); +} +.callout[data-callout=pf2-tip] .callout-content h3 { + color: rgb(51, 51, 51); +} +.callout[data-callout=pf2-tip] .callout-content h4 { + color: rgb(42, 72, 62); +} +.callout[data-callout=pf2-tip] .callout-content h5 { + color: rgb(102, 51, 51); +} +.callout[data-callout=pf2-tip] .callout-content h6 { + color: rgb(36, 36, 36); +} +.callout[data-callout=pf2-tip] .callout-content strong { + color: rgb(51, 66, 82); +} +.callout[data-callout=pf2-tip] .callout-content strong em { + color: #333b43; +} +.callout[data-callout=pf2-tip] .callout-content ol > li::marker, +.callout[data-callout=pf2-tip] .callout-content ul > li::marker { + color: rgb(204, 72, 0); +} +.callout[data-callout=pf2-tip] .callout-content p { + text-align: justify; +} + +.callout[data-callout=success-degree] { + --callout-icon: lucide-scale; +} +.callout[data-callout=success-degree] .callout-title { + display: inherit; +} +.callout[data-callout=success-degree] .callout-title .callout-icon .svg-icon { + display: block; + margin-bottom: auto; + margin-left: auto; + margin-right: auto; +} +.callout[data-callout=success-degree] .callout-title .callout-title-inner { + display: none; +} +.callout[data-callout=success-degree] .callout-content a.internal-link { + color: rgb(102, 51, 51); +} +.callout[data-callout=success-degree] .callout-content a.internal-link:hover { + color: #aa5555; +} +.callout[data-callout=success-degree] .callout-content a.internal-link.is-unresolved { + color: rgb(0, 73, 97); +} +.callout[data-callout=success-degree] .callout-content a.internal-link.is-unresolved:hover { + color: #0096c7; +} +.callout[data-callout=success-degree] .callout-content a.internal-link:is([href*="#Actions"]) { + color: transparent; +} +.callout[data-callout=success-degree] .callout-content a.internal-link:is([href*="#Actions"]):has(.admonition) { + vertical-align: sub; +} +.callout[data-callout=success-degree] .callout-content a.external-link { + color: rgb(107, 0, 153); +} +.callout[data-callout=success-degree] .callout-content a.external-link:hover { + color: #b200ff; +} +.callout[data-callout=success-degree] .callout-content em { + color: rgb(51, 51, 51); +} +.callout[data-callout=success-degree] .callout-content h1 { + color: rgb(80, 67, 79); +} +.callout[data-callout=success-degree] .callout-content h2 { + color: rgb(44, 70, 78); +} +.callout[data-callout=success-degree] .callout-content h3 { + color: rgb(51, 51, 51); +} +.callout[data-callout=success-degree] .callout-content h4 { + color: rgb(42, 72, 62); +} +.callout[data-callout=success-degree] .callout-content h5 { + color: rgb(102, 51, 51); +} +.callout[data-callout=success-degree] .callout-content h6 { + color: rgb(36, 36, 36); +} +.callout[data-callout=success-degree] .callout-content strong { + color: rgb(51, 66, 82); +} +.callout[data-callout=success-degree] .callout-content strong em { + color: #333b43; +} +.callout[data-callout=success-degree] .callout-content ol > li::marker, +.callout[data-callout=success-degree] .callout-content ul > li::marker { + color: rgb(204, 72, 0); +} +.callout[data-callout=success-degree] .callout-content strong { + font-weight: 800; +} + +.admonition.admonition[data-callout=pf2-note] { + --callout-icon: ''; +} +.admonition.admonition[data-callout=pf2-note] .admonition-title .admonition-title-inner { + display: inline; +} +.admonition.admonition[data-callout=pf2-note] .admonition-content a.internal-link { + color: rgb(102, 51, 51); +} +.admonition.admonition[data-callout=pf2-note] .admonition-content a.internal-link:hover { + color: #aa5555; +} +.admonition.admonition[data-callout=pf2-note] .admonition-content a.internal-link.is-unresolved { + color: rgb(0, 73, 97); +} +.admonition.admonition[data-callout=pf2-note] .admonition-content a.internal-link.is-unresolved:hover { + color: #0096c7; +} +.admonition.admonition[data-callout=pf2-note] .admonition-content a.internal-link:is([href*="#Actions"]) { + color: transparent; +} +.admonition.admonition[data-callout=pf2-note] .admonition-content a.internal-link:is([href*="#Actions"]):has(.admonition) { + vertical-align: sub; +} +.admonition.admonition[data-callout=pf2-note] .admonition-content a.external-link { + color: rgb(107, 0, 153); +} +.admonition.admonition[data-callout=pf2-note] .admonition-content a.external-link:hover { + color: #b200ff; +} +.admonition.admonition[data-callout=pf2-note] .admonition-content em { + color: rgb(51, 51, 51); +} +.admonition.admonition[data-callout=pf2-note] .admonition-content h1 { + color: rgb(80, 67, 79); +} +.admonition.admonition[data-callout=pf2-note] .admonition-content h2 { + color: rgb(44, 70, 78); +} +.admonition.admonition[data-callout=pf2-note] .admonition-content h3 { + color: rgb(51, 51, 51); +} +.admonition.admonition[data-callout=pf2-note] .admonition-content h4 { + color: rgb(42, 72, 62); +} +.admonition.admonition[data-callout=pf2-note] .admonition-content h5 { + color: rgb(102, 51, 51); +} +.admonition.admonition[data-callout=pf2-note] .admonition-content h6 { + color: rgb(36, 36, 36); +} +.admonition.admonition[data-callout=pf2-note] .admonition-content strong { + color: rgb(51, 66, 82); +} +.admonition.admonition[data-callout=pf2-note] .admonition-content strong em { + color: #333b43; +} +.admonition.admonition[data-callout=pf2-note] .admonition-content ol > li::marker, +.admonition.admonition[data-callout=pf2-note] .admonition-content ul > li::marker { + color: rgb(204, 72, 0); +} +.admonition.admonition[data-callout=pf2-note] .admonition-content ul, .admonition.admonition[data-callout=pf2-note] .admonition-content ol, .admonition.admonition[data-callout=pf2-note] .admonition-content li { + text-align: left; +} + +.admonition[data-callout=embed-ability] { + --callout-icon: ''; +} +.admonition[data-callout=embed-ability] .admonition-content a.internal-link { + color: rgb(102, 51, 51); +} +.admonition[data-callout=embed-ability] .admonition-content a.internal-link:hover { + color: #aa5555; +} +.admonition[data-callout=embed-ability] .admonition-content a.internal-link.is-unresolved { + color: rgb(0, 73, 97); +} +.admonition[data-callout=embed-ability] .admonition-content a.internal-link.is-unresolved:hover { + color: #0096c7; +} +.admonition[data-callout=embed-ability] .admonition-content a.internal-link:is([href*="#Actions"]) { + color: transparent; +} +.admonition[data-callout=embed-ability] .admonition-content a.internal-link:is([href*="#Actions"]):has(.admonition) { + vertical-align: sub; +} +.admonition[data-callout=embed-ability] .admonition-content a.external-link { + color: rgb(107, 0, 153); +} +.admonition[data-callout=embed-ability] .admonition-content a.external-link:hover { + color: #b200ff; +} +.admonition[data-callout=embed-ability] .admonition-content em { + color: rgb(51, 51, 51); +} +.admonition[data-callout=embed-ability] .admonition-content h1 { + color: rgb(80, 67, 79); +} +.admonition[data-callout=embed-ability] .admonition-content h2 { + color: rgb(44, 70, 78); +} +.admonition[data-callout=embed-ability] .admonition-content h3 { + color: rgb(51, 51, 51); +} +.admonition[data-callout=embed-ability] .admonition-content h4 { + color: rgb(42, 72, 62); +} +.admonition[data-callout=embed-ability] .admonition-content h5 { + color: rgb(102, 51, 51); +} +.admonition[data-callout=embed-ability] .admonition-content h6 { + color: rgb(36, 36, 36); +} +.admonition[data-callout=embed-ability] .admonition-content strong { + color: rgb(51, 66, 82); +} +.admonition[data-callout=embed-ability] .admonition-content strong em { + color: #333b43; +} +.admonition[data-callout=embed-ability] .admonition-content ol > li::marker, +.admonition[data-callout=embed-ability] .admonition-content ul > li::marker { + color: rgb(204, 72, 0); +} + +.admonition[data-callout=embed-action] { + --callout-icon: ''; +} +.admonition[data-callout=embed-action] .admonition-content a.internal-link { + color: rgb(102, 51, 51); +} +.admonition[data-callout=embed-action] .admonition-content a.internal-link:hover { + color: #aa5555; +} +.admonition[data-callout=embed-action] .admonition-content a.internal-link.is-unresolved { + color: rgb(0, 73, 97); +} +.admonition[data-callout=embed-action] .admonition-content a.internal-link.is-unresolved:hover { + color: #0096c7; +} +.admonition[data-callout=embed-action] .admonition-content a.internal-link:is([href*="#Actions"]) { + color: transparent; +} +.admonition[data-callout=embed-action] .admonition-content a.internal-link:is([href*="#Actions"]):has(.admonition) { + vertical-align: sub; +} +.admonition[data-callout=embed-action] .admonition-content a.external-link { + color: rgb(107, 0, 153); +} +.admonition[data-callout=embed-action] .admonition-content a.external-link:hover { + color: #b200ff; +} +.admonition[data-callout=embed-action] .admonition-content em { + color: rgb(51, 51, 51); +} +.admonition[data-callout=embed-action] .admonition-content h1 { + color: rgb(80, 67, 79); +} +.admonition[data-callout=embed-action] .admonition-content h2 { + color: rgb(44, 70, 78); +} +.admonition[data-callout=embed-action] .admonition-content h3 { + color: rgb(51, 51, 51); +} +.admonition[data-callout=embed-action] .admonition-content h4 { + color: rgb(42, 72, 62); +} +.admonition[data-callout=embed-action] .admonition-content h5 { + color: rgb(102, 51, 51); +} +.admonition[data-callout=embed-action] .admonition-content h6 { + color: rgb(36, 36, 36); +} +.admonition[data-callout=embed-action] .admonition-content strong { + color: rgb(51, 66, 82); +} +.admonition[data-callout=embed-action] .admonition-content strong em { + color: #333b43; +} +.admonition[data-callout=embed-action] .admonition-content ol > li::marker, +.admonition[data-callout=embed-action] .admonition-content ul > li::marker { + color: rgb(204, 72, 0); +} + +.admonition[data-callout=embed-avatar] { + --callout-icon: ''; +} +.admonition[data-callout=embed-avatar] a.internal-link { + color: rgb(100, 2, 59); +} +.admonition[data-callout=embed-avatar] a.internal-link:hover { + color: #32011e; +} +.admonition[data-callout=embed-avatar] a.internal-link:is([href*="#Actions"]) { + color: transparent; +} +.admonition[data-callout=embed-avatar] .admonition-title .admonition-title-content { + font-family: Garamond, "Baskerville Old Face", "Hoefler Text", "Times New Roman", serif; + text-align: center; +} +.admonition[data-callout=embed-avatar] .admonition-content a.internal-link.is-unresolved { + color: rgb(0, 73, 97); +} +.admonition[data-callout=embed-avatar] .admonition-content a.internal-link.is-unresolved:hover { + color: #0096c7; +} +.admonition[data-callout=embed-avatar] .admonition-content a.external-link { + color: rgb(107, 0, 153); +} +.admonition[data-callout=embed-avatar] .admonition-content a.external-link:hover { + color: #240033; +} +.admonition[data-callout=embed-avatar] .admonition-content em { + color: rgb(51, 51, 51); +} +.admonition[data-callout=embed-avatar] .admonition-content h1 { + color: rgb(102, 51, 51); +} +.admonition[data-callout=embed-avatar] .admonition-content h2 { + color: rgb(44, 70, 78); +} +.admonition[data-callout=embed-avatar] .admonition-content h3 { + color: rgb(80, 67, 79); +} +.admonition[data-callout=embed-avatar] .admonition-content h4 { + color: rgb(42, 72, 62); +} +.admonition[data-callout=embed-avatar] .admonition-content h5 { + color: rgb(51, 51, 51); +} +.admonition[data-callout=embed-avatar] .admonition-content h6 { + color: rgb(36, 36, 36); +} +.admonition[data-callout=embed-avatar] .admonition-content strong { + color: rgb(51, 66, 82); +} +.admonition[data-callout=embed-avatar] .admonition-content strong em { + color: #333b43; +} +.admonition[data-callout=embed-avatar] .admonition-content ol > li::marker, +.admonition[data-callout=embed-avatar] .admonition-content ul > li::marker { + color: rgb(19, 138, 6); +} + +.admonition[data-callout=embed-disease] { + --callout-icon: ''; + color: rgb(232, 232, 232); + font-family: "Abril Fatface", "Cinzel Decorative", "Creepster", "Henny Penny", "IM Fell English", "Kaushan Script", "Lobster", "Montserrat Alternates", "Nosifer", "Permanent Marker", "Playfair Display", "Righteous", "Roboto Slab", "Special Elite", "UnifrakturCook", cursive; +} +.admonition[data-callout=embed-disease] .admonition-content a.internal-link { + color: rgb(255, 219, 88); +} +.admonition[data-callout=embed-disease] .admonition-content a.internal-link:hover { + color: #f1bd00; +} +.admonition[data-callout=embed-disease] .admonition-content a.internal-link.is-unresolved { + color: #b3d13c; +} +.admonition[data-callout=embed-disease] .admonition-content a.internal-link.is-unresolved:hover { + color: #728720; +} +.admonition[data-callout=embed-disease] .admonition-content a.external-link { + color: rgb(var(--callout-color)); + filter: invert(100%); +} +.admonition[data-callout=embed-disease] .admonition-content a.external-link:hover { + filter: invert(100%) brightness(1.2); +} +.admonition[data-callout=embed-disease] .admonition-content em { + color: rgb(154, 205, 50); +} +.admonition[data-callout=embed-disease] .admonition-content h1, .admonition[data-callout=embed-disease] .admonition-content h2, .admonition[data-callout=embed-disease] .admonition-content h3, .admonition[data-callout=embed-disease] .admonition-content h4, .admonition[data-callout=embed-disease] .admonition-content h5, .admonition[data-callout=embed-disease] .admonition-content h6 { + color: rgb(232, 232, 232); +} +.admonition[data-callout=embed-disease] .admonition-content p { + color: rgb(232, 232, 232); +} +.admonition[data-callout=embed-disease] .admonition-content strong { + color: rgb(255, 143, 143); +} +.admonition[data-callout=embed-disease] .admonition-content strong em { + color: #cdae61; +} +.admonition[data-callout=embed-disease] .admonition-content ol > li::marker, +.admonition[data-callout=embed-disease] .admonition-content ul > li::marker { + color: rgb(204, 72, 0); +} +.admonition[data-callout=embed-disease] .admonition-content ul { + margin-block-end: unset; + margin-block-start: unset; + padding: 0.5em; +} + +.admonition[data-callout=embed-feat] { + --callout-icon: ''; +} +.admonition[data-callout=embed-feat] .admonition-content a.internal-link { + color: rgb(102, 51, 51); +} +.admonition[data-callout=embed-feat] .admonition-content a.internal-link:hover { + color: #aa5555; +} +.admonition[data-callout=embed-feat] .admonition-content a.internal-link.is-unresolved { + color: rgb(0, 73, 97); +} +.admonition[data-callout=embed-feat] .admonition-content a.internal-link.is-unresolved:hover { + color: #0096c7; +} +.admonition[data-callout=embed-feat] .admonition-content a.internal-link:is([href*="#Actions"]) { + color: transparent; +} +.admonition[data-callout=embed-feat] .admonition-content a.internal-link:is([href*="#Actions"]):has(.admonition) { + vertical-align: sub; +} +.admonition[data-callout=embed-feat] .admonition-content a.external-link { + color: rgb(107, 0, 153); +} +.admonition[data-callout=embed-feat] .admonition-content a.external-link:hover { + color: #b200ff; +} +.admonition[data-callout=embed-feat] .admonition-content em { + color: rgb(51, 51, 51); +} +.admonition[data-callout=embed-feat] .admonition-content h1 { + color: rgb(80, 67, 79); +} +.admonition[data-callout=embed-feat] .admonition-content h2 { + color: rgb(44, 70, 78); +} +.admonition[data-callout=embed-feat] .admonition-content h3 { + color: rgb(51, 51, 51); +} +.admonition[data-callout=embed-feat] .admonition-content h4 { + color: rgb(42, 72, 62); +} +.admonition[data-callout=embed-feat] .admonition-content h5 { + color: rgb(102, 51, 51); +} +.admonition[data-callout=embed-feat] .admonition-content h6 { + color: rgb(36, 36, 36); +} +.admonition[data-callout=embed-feat] .admonition-content strong { + color: rgb(51, 66, 82); +} +.admonition[data-callout=embed-feat] .admonition-content strong em { + color: #333b43; +} +.admonition[data-callout=embed-feat] .admonition-content ol > li::marker, +.admonition[data-callout=embed-feat] .admonition-content ul > li::marker { + color: rgb(204, 72, 0); +} + +.admonition[data-callout=embed-item] { + --callout-icon: ''; +} +.admonition[data-callout=embed-item] .admonition-content a.internal-link { + color: rgb(102, 51, 51); +} +.admonition[data-callout=embed-item] .admonition-content a.internal-link:hover { + color: #aa5555; +} +.admonition[data-callout=embed-item] .admonition-content a.internal-link.is-unresolved { + color: rgb(0, 73, 97); +} +.admonition[data-callout=embed-item] .admonition-content a.internal-link.is-unresolved:hover { + color: #0096c7; +} +.admonition[data-callout=embed-item] .admonition-content a.internal-link:is([href*="#Actions"]) { + color: transparent; +} +.admonition[data-callout=embed-item] .admonition-content a.internal-link:is([href*="#Actions"]):has(.admonition) { + vertical-align: sub; +} +.admonition[data-callout=embed-item] .admonition-content a.external-link { + color: rgb(107, 0, 153); +} +.admonition[data-callout=embed-item] .admonition-content a.external-link:hover { + color: #b200ff; +} +.admonition[data-callout=embed-item] .admonition-content em { + color: rgb(51, 51, 51); +} +.admonition[data-callout=embed-item] .admonition-content h1 { + color: rgb(80, 67, 79); +} +.admonition[data-callout=embed-item] .admonition-content h2 { + color: rgb(44, 70, 78); +} +.admonition[data-callout=embed-item] .admonition-content h3 { + color: rgb(51, 51, 51); +} +.admonition[data-callout=embed-item] .admonition-content h4 { + color: rgb(42, 72, 62); +} +.admonition[data-callout=embed-item] .admonition-content h5 { + color: rgb(102, 51, 51); +} +.admonition[data-callout=embed-item] .admonition-content h6 { + color: rgb(36, 36, 36); +} +.admonition[data-callout=embed-item] .admonition-content strong { + color: rgb(51, 66, 82); +} +.admonition[data-callout=embed-item] .admonition-content strong em { + color: #333b43; +} +.admonition[data-callout=embed-item] .admonition-content ol > li::marker, +.admonition[data-callout=embed-item] .admonition-content ul > li::marker { + color: rgb(204, 72, 0); +} + +.admonition[data-callout=embed-ritual] { + --callout-icon: ''; +} +.admonition[data-callout=embed-ritual] .admonition-content a.internal-link { + color: rgb(102, 51, 51); +} +.admonition[data-callout=embed-ritual] .admonition-content a.internal-link:hover { + color: #aa5555; +} +.admonition[data-callout=embed-ritual] .admonition-content a.internal-link.is-unresolved { + color: rgb(0, 73, 97); +} +.admonition[data-callout=embed-ritual] .admonition-content a.internal-link.is-unresolved:hover { + color: #0096c7; +} +.admonition[data-callout=embed-ritual] .admonition-content a.internal-link:is([href*="#Actions"]) { + color: transparent; +} +.admonition[data-callout=embed-ritual] .admonition-content a.internal-link:is([href*="#Actions"]):has(.admonition) { + vertical-align: sub; +} +.admonition[data-callout=embed-ritual] .admonition-content a.external-link { + color: rgb(107, 0, 153); +} +.admonition[data-callout=embed-ritual] .admonition-content a.external-link:hover { + color: #b200ff; +} +.admonition[data-callout=embed-ritual] .admonition-content em { + color: rgb(51, 51, 51); +} +.admonition[data-callout=embed-ritual] .admonition-content h1 { + color: rgb(80, 67, 79); +} +.admonition[data-callout=embed-ritual] .admonition-content h2 { + color: rgb(44, 70, 78); +} +.admonition[data-callout=embed-ritual] .admonition-content h3 { + color: rgb(51, 51, 51); +} +.admonition[data-callout=embed-ritual] .admonition-content h4 { + color: rgb(42, 72, 62); +} +.admonition[data-callout=embed-ritual] .admonition-content h5 { + color: rgb(102, 51, 51); +} +.admonition[data-callout=embed-ritual] .admonition-content h6 { + color: rgb(36, 36, 36); +} +.admonition[data-callout=embed-ritual] .admonition-content strong { + color: rgb(51, 66, 82); +} +.admonition[data-callout=embed-ritual] .admonition-content strong em { + color: #333b43; +} +.admonition[data-callout=embed-ritual] .admonition-content ol > li::marker, +.admonition[data-callout=embed-ritual] .admonition-content ul > li::marker { + color: rgb(204, 72, 0); +} + +.admonition[data-callout=inline-affliction] { + --callout-icon: ''; +} +.admonition[data-callout=inline-affliction] .admonition-title-content { + color: rgb(80, 67, 79); +} +.admonition[data-callout=inline-affliction] .admonition-content a.internal-link { + color: rgb(102, 51, 51); +} +.admonition[data-callout=inline-affliction] .admonition-content a.internal-link:hover { + color: #aa5555; +} +.admonition[data-callout=inline-affliction] .admonition-content a.internal-link.is-unresolved { + color: rgb(0, 73, 97); +} +.admonition[data-callout=inline-affliction] .admonition-content a.internal-link.is-unresolved:hover { + color: #0096c7; +} +.admonition[data-callout=inline-affliction] .admonition-content a.internal-link:is([href*="#Actions"]) { + color: transparent; +} +.admonition[data-callout=inline-affliction] .admonition-content a.internal-link:is([href*="#Actions"]):has(.admonition) { + vertical-align: sub; +} +.admonition[data-callout=inline-affliction] .admonition-content a.external-link { + color: rgb(107, 0, 153); +} +.admonition[data-callout=inline-affliction] .admonition-content a.external-link:hover { + color: #b200ff; +} +.admonition[data-callout=inline-affliction] .admonition-content em { + color: rgb(51, 51, 51); +} +.admonition[data-callout=inline-affliction] .admonition-content h1 { + color: rgb(80, 67, 79); +} +.admonition[data-callout=inline-affliction] .admonition-content h2 { + color: rgb(44, 70, 78); +} +.admonition[data-callout=inline-affliction] .admonition-content h3 { + color: rgb(51, 51, 51); +} +.admonition[data-callout=inline-affliction] .admonition-content h4 { + color: rgb(42, 72, 62); +} +.admonition[data-callout=inline-affliction] .admonition-content h5 { + color: rgb(102, 51, 51); +} +.admonition[data-callout=inline-affliction] .admonition-content h6 { + color: rgb(36, 36, 36); +} +.admonition[data-callout=inline-affliction] .admonition-content strong { + color: rgb(51, 66, 82); +} +.admonition[data-callout=inline-affliction] .admonition-content strong em { + color: #333b43; +} +.admonition[data-callout=inline-affliction] .admonition-content ol > li::marker, +.admonition[data-callout=inline-affliction] .admonition-content ul > li::marker { + color: rgb(204, 72, 0); +} + +.admonition[data-callout=inline-attack] { + --callout-icon: ''; +} +.admonition[data-callout=inline-attack] .admonition-content a.internal-link { + color: rgb(102, 51, 51); +} +.admonition[data-callout=inline-attack] .admonition-content a.internal-link:hover { + color: #aa5555; +} +.admonition[data-callout=inline-attack] .admonition-content a.internal-link.is-unresolved { + color: rgb(0, 73, 97); +} +.admonition[data-callout=inline-attack] .admonition-content a.internal-link.is-unresolved:hover { + color: #0096c7; +} +.admonition[data-callout=inline-attack] .admonition-content a.internal-link:is([href*="#Actions"]) { + color: transparent; +} +.admonition[data-callout=inline-attack] .admonition-content a.internal-link:is([href*="#Actions"]):has(.admonition) { + vertical-align: sub; +} +.admonition[data-callout=inline-attack] .admonition-content a.external-link { + color: rgb(107, 0, 153); +} +.admonition[data-callout=inline-attack] .admonition-content a.external-link:hover { + color: #b200ff; +} +.admonition[data-callout=inline-attack] .admonition-content em { + color: rgb(51, 51, 51); +} +.admonition[data-callout=inline-attack] .admonition-content h1 { + color: rgb(80, 67, 79); +} +.admonition[data-callout=inline-attack] .admonition-content h2 { + color: rgb(44, 70, 78); +} +.admonition[data-callout=inline-attack] .admonition-content h3 { + color: rgb(51, 51, 51); +} +.admonition[data-callout=inline-attack] .admonition-content h4 { + color: rgb(42, 72, 62); +} +.admonition[data-callout=inline-attack] .admonition-content h5 { + color: rgb(102, 51, 51); +} +.admonition[data-callout=inline-attack] .admonition-content h6 { + color: rgb(36, 36, 36); +} +.admonition[data-callout=inline-attack] .admonition-content strong { + color: rgb(51, 66, 82); +} +.admonition[data-callout=inline-attack] .admonition-content strong em { + color: #333b43; +} +.admonition[data-callout=inline-attack] .admonition-content ol > li::marker, +.admonition[data-callout=inline-attack] .admonition-content ul > li::marker { + color: rgb(204, 72, 0); +} + +.admonition[data-callout=pf2-summary] { + --callout-icon: ''; +} +.admonition[data-callout=pf2-summary] .admonition-content a.internal-link { + color: rgb(102, 51, 51); +} +.admonition[data-callout=pf2-summary] .admonition-content a.internal-link:hover { + color: #aa5555; +} +.admonition[data-callout=pf2-summary] .admonition-content a.internal-link.is-unresolved { + color: rgb(0, 73, 97); +} +.admonition[data-callout=pf2-summary] .admonition-content a.internal-link.is-unresolved:hover { + color: #0096c7; +} +.admonition[data-callout=pf2-summary] .admonition-content a.internal-link:is([href*="#Actions"]) { + color: transparent; +} +.admonition[data-callout=pf2-summary] .admonition-content a.internal-link:is([href*="#Actions"]):has(.admonition) { + vertical-align: sub; +} +.admonition[data-callout=pf2-summary] .admonition-content a.external-link { + color: rgb(107, 0, 153); +} +.admonition[data-callout=pf2-summary] .admonition-content a.external-link:hover { + color: #b200ff; +} +.admonition[data-callout=pf2-summary] .admonition-content em { + color: rgb(51, 51, 51); +} +.admonition[data-callout=pf2-summary] .admonition-content h1 { + color: rgb(80, 67, 79); +} +.admonition[data-callout=pf2-summary] .admonition-content h2 { + color: rgb(44, 70, 78); +} +.admonition[data-callout=pf2-summary] .admonition-content h3 { + color: rgb(51, 51, 51); +} +.admonition[data-callout=pf2-summary] .admonition-content h4 { + color: rgb(42, 72, 62); +} +.admonition[data-callout=pf2-summary] .admonition-content h5 { + color: rgb(102, 51, 51); +} +.admonition[data-callout=pf2-summary] .admonition-content h6 { + color: rgb(36, 36, 36); +} +.admonition[data-callout=pf2-summary] .admonition-content strong { + color: rgb(51, 66, 82); +} +.admonition[data-callout=pf2-summary] .admonition-content strong em { + color: #333b43; +} +.admonition[data-callout=pf2-summary] .admonition-content ol > li::marker, +.admonition[data-callout=pf2-summary] .admonition-content ul > li::marker { + color: rgb(204, 72, 0); +} + +body .callout[data-callout=statblock-pf2e] { + background-color: rgb(246, 244, 242); + border: none; + --callout-color: var(--statblock-pf2e); + color: rgb(0, 0, 0); + font-family: sans-serif; + font-size: 16px; + font-weight: 400; + line-height: 1.3em; + margin: 1rem 0; + min-width: 50%; + mix-blend-mode: normal; + padding: 0 0.25em; +} +.theme-dark body .callout[data-callout=statblock-pf2e] { + --statblock-pf2e: 201, 60, 60; +} +.theme-light body .callout[data-callout=statblock-pf2e] { + --statblock-pf2e: 201, 60, 60; +} +body .callout[data-callout=statblock-pf2e] strong { + color: rgb(0, 0, 0); +} +body .callout[data-callout=statblock-pf2e] em { + color: rgb(0, 0, 0); +} +body .callout[data-callout=statblock-pf2e] strong + em { + color: rgb(0, 0, 0); +} +body .callout[data-callout=statblock-pf2e] .callout-title { + background-color: rgb(246, 244, 242); + border: none; + border-radius: 0; + color: rgb(0, 0, 0); + display: flex; + font-family: "Oswald", sans-serif; + font-size: inherit; + gap: 0; + line-height: 1.3; + margin-bottom: 0; + padding: 0.25em 0 0; +} +body .callout[data-callout=statblock-pf2e] .callout-title .callout-icon { + display: none; +} +body .callout[data-callout=statblock-pf2e] .callout-title .callout-title-inner { + color: rgb(0, 0, 0); + flex: 1; + font-size: 1.35em; + font-weight: 700; + line-height: 1; + margin-bottom: 0; + margin-left: 0.25em; + padding-bottom: 0; + position: relative; + text-align: left; + text-transform: uppercase; +} +body .callout[data-callout=statblock-pf2e] img[src$="#token"], +body .callout[data-callout=statblock-pf2e] div[src$="#token"] { + float: right; + margin-left: 0.3125em; + width: 9.375em; +} +body .callout[data-callout=statblock-pf2e] .callout-content { + background-color: rgb(246, 244, 242); + margin-top: 0; + padding-left: 0.25em; + padding-right: 0.25em; + padding-top: 0; +} +body .callout[data-callout=statblock-pf2e] .callout-content a { + color: rgb(51, 122, 183); + font-weight: 700; + text-decoration: none; +} +body .callout[data-callout=statblock-pf2e] .callout-content a.external-link { + background-image: none; + background-size: 0; + color: rgb(150, 122, 222); + padding-right: 0; +} +body .callout[data-callout=statblock-pf2e] .callout-content a.external-link::after { + display: none; +} +body .callout[data-callout=statblock-pf2e] .callout-content .internal-link.is-unresolved::after { + display: none; +} +body .callout[data-callout=statblock-pf2e] .callout-content blockquote { + background-color: rgb(246, 244, 242); + border: none; + color: rgb(0, 0, 0); + margin-inline-end: 1em; + margin-inline-start: 2em; + padding: 0; +} +body .callout[data-callout=statblock-pf2e] .callout-content > p { + margin-block-start: 0.5em; +} +body .callout[data-callout=statblock-pf2e] .callout-content li { + line-height: 1.2em; + margin-block-start: 0.5em; +} +body .callout[data-callout=statblock-pf2e] .callout-content > hr { + border-color: rgb(0, 0, 0); + border-top: 1px solid; + height: 1px; + margin: 0; + width: 100%; +} +body .callout[data-callout=statblock-pf2e] .callout-content > hr::before { + display: none; +} +body .callout[data-callout=statblock-pf2e] .callout-content > hr::after { + display: none; +} +body .callout[data-callout=statblock-pf2e] .callout-content > hr:has(.admonition):has(.is-live-preview) { + margin-block-start: 0.5em; +} +body .admonition-statblock-pf2e-parent .admonition-content > p { + margin-block-end: 0.25em; + margin-block-start: 0.5em; +} + +.creature { + float: right; + margin-right: 0.5em; +} + +.sourcebook { + float: right; + margin-bottom: 0.5em; + margin-right: 0.5em; +} + +body .callout[data-callout=statblock-pf2e] .callout[data-callout-metadata~=no-title] > .callout-title { + display: none; +} + +body .markdown-reading-view .callout[data-callout=statblock-pf2e] { + width: 70%; +} + +body .markdown-reading-view .callout[data-callout=statblock-pf2e]:has(.creature-statblock-container) { + width: 100%; +} + +body .is-live-preview .callout[data-callout=statblock-pf2e] { + width: 70%; +} + +body .is-live-preview .callout[data-callout=statblock-pf2e]:has(.creature-statblock-container) { + width: 100%; +} + +.published-container .callout[data-callout=statblock-pf2e] { + max-width: 70%; + min-width: 40%; +} + +.pathfinder.pathfinder.pathfinder h1 a.internal-link[href$="#Actions"][title="Single Action"] { + vertical-align: text-bottom; +} +.pathfinder.pathfinder.pathfinder h1 a.internal-link[href$="#Actions"][title=Two-Action], .pathfinder.pathfinder.pathfinder a.internal-link[href$="#Actions"][title=Two-Action] .callout-title-inner { + width: 2.5em; + vertical-align: text-bottom; +} +.pathfinder.pathfinder.pathfinder .admonition[data-callout=embed-ability] .admonition-content ol > li::marker, .pathfinder.pathfinder.pathfinder .admonition[data-callout=embed-ability] .admonition-content ul > li::marker { + color: transparent; +} diff --git a/PF2E-Action-Link-Icons.css b/Optionals/action-icons/PF2E-Action-Link-Icons.css similarity index 72% rename from PF2E-Action-Link-Icons.css rename to Optionals/action-icons/PF2E-Action-Link-Icons.css index 4019e50be..3b14818a8 100644 --- a/PF2E-Action-Link-Icons.css +++ b/Optionals/action-icons/PF2E-Action-Link-Icons.css @@ -1,77 +1,70 @@ /* The Link Icons */ -h1 a[href$='#Actions'][title='Single Action'], -.markdown-rendered h1 a[href$='#Actions'][title='Single Action'], -.markdown-source-view.mod-cm6 .cm-line a[href$='#Actions'][title='Single Action'], -.cm-s-obsidian span.cm-link a[href$='#Actions'][title='Single Action'] { +h1 a[title='Single Action'], +a[title='Single Action'] { content: url('data:image/svg+xml;utf8,'); display: inline-block; height: var(--h1-size, 1em); line-height: var(--h1-line-height, 1.2); vertical-align: text-bottom; + color: transparent; } -h1 a[href$='#Actions'][title='Two-Action'], -.markdown-rendered h1 a[href$='#Actions'][title='Two-Action'], -.markdown-source-view.mod-cm6 .cm-line a[href$='#Actions'][title='Two-Action'], -.cm-s-obsidian span.cm-link a[href$='#Actions'][title='Two Action'] { +h1 a[title='Two-Action'], +a[title='Two-Action'] { content: url('data:image/svg+xml;utf8,'); display: inline-block; height: var(--h1-size, 1em); line-height: var(--h1-line-height, 1.2); vertical-align: text-bottom; + color: transparent; } -h1 a[href$='#Actions'][title='Three-Action'], -.markdown-rendered h1 a[href$='#Actions'][title='Three-Action'], -.markdown-source-view.mod-cm6 .cm-line a[href$='#Actions'][title='Three-Action'], -.cm-s-obsidian span.cm-link a[href$='#Actions'][title='Three Action'] { +h1 a[title='Three-Action'], +a[title='Three-Action'] { content: url('data:image/svg+xml;utf8,'); display: inline-block; height: var(--h1-size, 1em); line-height: var(--h1-line-height, 1.2); vertical-align: text-bottom; + color: transparent; } -h1 a[href$='#Actions'][title='Reaction'], -.markdown-rendered h1 a[href$='#Actions'][title='Reaction'], -.markdown-source-view.mod-cm6 .cm-line a[href$='#Actions'][title='Reaction'], -.cm-s-obsidian span.cm-link a[href$='#Actions'][title='Reaction'] { +h1 a[title='Reaction'], +a[title='Reaction'] { content: url('data:image/svg+xml;utf8,'); display: inline-block; height: var(--h1-size, 1em); line-height: var(--h1-line-height, 1.2); vertical-align: text-bottom; + color: transparent; } -h1 a[href$='#Actions'][title='Free Action'], -.markdown-rendered h1 a[href$='#Actions'][title='Free Action'], -.markdown-source-view.mod-cm6 .cm-line a[href$='#Actions'][title='Free Action'], -.cm-s-obsidian span.cm-link a[href$='#Actions'][title='Free Action'] { +h1 a[title='Free Action'], +a[title='Free Action'] { content: url('data:image/svg+xml;utf8,'); display: inline-block; height: var(--h1-size, 1em); line-height: var(--h1-line-height, 1.2); vertical-align: text-bottom; + color: transparent; } -h1 a[href$='#Actions'][title='Varies'], -.markdown-rendered h1 a[href$='#Actions'][title='Varies'], -.markdown-source-view.mod-cm6 .cm-line a[href$='#Actions'][title='Varies'], -.cm-s-obsidian span.cm-link a[href$='#Actions'][title='Varies'] { +h1 a[title='Varies'], +a[title='Varies'] { content: url("data:image/svg+xml,%3Csvg version='1.1' xmlns='http://www.w3.org/2000/svg' width='32' height='32' viewBox='0 0 32 32'%3E%3Ctitle%3Eload%3C/title%3E%3Cpath d='M16 2c-7.732 0-14 6.268-14 14s6.268 14 14 14 14-6.268 14-14-6.268-14-14-14zM28.998 15.952c-3.808 1.889-8.19 1.875-11.971 0 3.625-2.404 5.958-6.273 6.398-10.608 3.352 2.343 5.557 6.22 5.573 10.608zM22.46 4.735c-0.273 4.234-2.484 8.022-5.989 10.353-0.268-4.347-2.447-8.296-5.983-10.845 1.677-0.789 3.54-1.243 5.512-1.243 2.352 0 4.555 0.638 6.46 1.735zM9.471 4.776c3.532 2.354 5.708 6.151 5.974 10.359-3.9-1.941-8.413-2.028-12.389-0.238 0.365-4.322 2.853-8.040 6.415-10.121zM3.002 16.047c3.808-1.887 8.192-1.873 11.972 0.001-3.628 2.405-5.96 6.27-6.4 10.607-3.352-2.343-5.556-6.22-5.572-10.608zM9.542 27.266c0.273-4.236 2.478-8.021 5.987-10.354 0.268 4.352 2.447 8.295 5.984 10.844-1.676 0.79-3.54 1.244-5.513 1.244-2.352 0-4.553-0.637-6.458-1.734zM22.531 27.222c-3.534-2.354-5.711-6.145-5.976-10.359 2.035 1.013 4.237 1.523 6.442 1.523 2.025 0 4.045-0.455 5.949-1.314-0.357 4.334-2.845 8.064-6.415 10.15z'%3E%3C/path%3E%3C/svg%3E"); display: inline-block; height: var(--h1-size, 1em); line-height: var(--h1-line-height, 1.2); vertical-align: text-bottom; + color: transparent; } -h1 a[href$='#Actions'][title='Duration or Frequency'], -.markdown-rendered h1 a[href$='#Actions'][title='Duration or Frequency'], -.markdown-source-view.mod-cm6 .cm-line a[href$='#Actions'][title='Duration or Frequency'], -.cm-s-obsidian span.cm-link a[href$='#Actions'][title='Duration or Frequency'] { +h1 a[title='Duration or Frequency'], +a[title='Duration or Frequency'] { content: url("data:image/svg+xml,%3Csvg version='1.1' xmlns='http://www.w3.org/2000/svg' width='20' height='20' viewBox='0 0 20 20'%3E%3Ctitle%3Ehour-glass%3C/title%3E%3Cpath d='M15.6 4.576c0-2.139 0-2.348 0-2.348 0-0.789-2.508-2.228-5.6-2.228-3.093 0-5.6 1.439-5.6 2.228 0 0 0 0.209 0 2.348 0 2.141 3.877 3.908 3.877 5.424 0 1.514-3.877 3.281-3.877 5.422s0 2.35 0 2.35c0 0.788 2.507 2.228 5.6 2.228 3.092 0 5.6-1.44 5.6-2.229 0 0 0-0.209 0-2.35s-3.877-3.908-3.877-5.422c0-1.515 3.877-3.282 3.877-5.423zM5.941 2.328c0.696-0.439 2-1.082 4.114-1.082s4.006 1.082 4.006 1.082c0.142 0.086 0.698 0.383 0.317 0.609-0.838 0.497-2.478 1.020-4.378 1.020s-3.484-0.576-4.324-1.074c-0.381-0.225 0.265-0.555 0.265-0.555zM10.501 10c0 1.193 0.996 1.961 2.051 2.986 0.771 0.748 1.826 1.773 1.826 2.435v1.328c-0.97-0.483-3.872-0.955-3.872-2.504 0-0.783-1.013-0.783-1.013 0 0 1.549-2.902 2.021-3.872 2.504v-1.328c0-0.662 1.056-1.688 1.826-2.435 1.055-1.025 2.051-1.793 2.051-2.986s-0.996-1.961-2.051-2.986c-0.771-0.75-1.826-1.775-1.826-2.438l-0.046-0.998c1.026 0.553 2.652 1.078 4.425 1.078 1.772 0 3.406-0.525 4.433-1.078l-0.055 0.998c0 0.662-1.056 1.688-1.826 2.438-1.054 1.025-2.051 1.793-2.051 2.986z'%3E%3C/path%3E%3C/svg%3E"); display: inline-block; height: var(--h1-size, 1em); line-height: var(--h1-line-height, 1.2); vertical-align: text-bottom; -} \ No newline at end of file + color: transparent; +} diff --git a/Optionals/action-icons/Readme.md b/Optionals/action-icons/Readme.md new file mode 100644 index 000000000..a17115169 --- /dev/null +++ b/Optionals/action-icons/Readme.md @@ -0,0 +1,39 @@ +Are you looking for just the PF2E Actions Icons Links for the link setup with the compendium? This is the CSS Snippet you are looking for. + +> :**Warning**: Please do not download this if you already downloaded the entire vault and have the `.Obsidian/snippets/pf2e-compendium.css` enabled + +## Instructions +To inset custom action icons as Links, you can use the following syntax per style. + +The `"Tile Here"` in the Markdown link signifies the title. + +```markdown +# Single Action + +[>](Link Here "Single Action") + +## Two Actions + +[>>](Link Here "Two-Action") + +## Three Actions + +[>>](Link Here "Three-Action") + +## Varies + +[V](Link Here "Varies") + +## Reaction + +[R](Link Here "Reaction") + +## Free Action + +[F](Link Here "Free Action") + +## Duration or Frequency + +[⏲](Link Here "Duration or Frequency") + +``` \ No newline at end of file diff --git a/all-index.json b/all-index.json index 4c36ebd04..b44087a53 100644 --- a/all-index.json +++ b/all-index.json @@ -9887,6 +9887,7 @@ "trait|medium|b1", "trait|mental|crb", "trait|merfolk|b1", + "trait|metal|roe", "trait|metamagic|crb", "trait|metamorphic|gmg", "trait|metropolis|gmg", @@ -10066,6 +10067,7 @@ "trait|wight|b1", "trait|witch|apg", "trait|wizard|crb", + "trait|wood|roe", "trait|wraith|b1", "trait|xulgath|b1", "trait|zombie|b1" diff --git a/compendium/character/archetypes/spellshot-g-g.md b/compendium/character/archetypes/spellshot-g-g.md index 21b9ee648..334aa7354 100644 --- a/compendium/character/archetypes/spellshot-g-g.md +++ b/compendium/character/archetypes/spellshot-g-g.md @@ -18,12 +18,12 @@ Most spellshots continue to come from Arcadia, as the stories describing the rel You've learned the intricacies of magic and technology, blending the two together with deadly results. You combine a knowledge of arcane theories with a strong connection to your chosen weapon that allows you to manifest unique effects, though your knowledge doesn't extend as far as actual spellcasting. You can imbue energy into your weapon and conjure bullets from thin air. As you progress, you eventually learn to phase bullets through walls or even to teleport yourself along the path of your bullets. You must select [Spellshot Dedication](compendium/feats/spellshot-dedication-g-g.md) as your 2nd-level class feat. -- **Prerequisites** You must be a gunslinger. -- **Spellshot Adjustments** Instead of choosing a way from the options listed in the gunslinger class, you have the way of the spellshot. It has the following way skill, slinger's reload, and deeds. You gain these abilities at the same levels as normal for the class. You use Intelligence for your class DC. +- **Prerequisites.** You must be a gunslinger. +- **Spellshot Adjustments.** Instead of choosing a way from the options listed in the gunslinger class, you have the way of the spellshot. It has the following way skill, slinger's reload, and deeds. You gain these abilities at the same levels as normal for the class. You use Intelligence for your class DC. -- **Way Skill** [Arcana](compendium/skills.md#Arcana) -- **Slinger's Reload** [Thoughtful Reload](rules/actions/thoughtful-reload-g-g.md) -- **Deeds** _Initial_ [Energy Shot](rules/actions/energy-shot-g-g.md); _Advanced_ [Recall Ammunition](rules/actions/recall-ammunition-g-g.md); _Greater_ [Dispelling Bullet](rules/actions/dispelling-bullet-g-g.md) +- **Way Skill.** [Arcana](compendium/skills.md#Arcana) +- **Slinger's Reload.** [Thoughtful Reload](rules/actions/thoughtful-reload-g-g.md) +- **Deeds.** _Initial_ [Energy Shot](rules/actions/energy-shot-g-g.md); _Advanced_ [Recall Ammunition](rules/actions/recall-ammunition-g-g.md); _Greater_ [Dispelling Bullet](rules/actions/dispelling-bullet-g-g.md) ### Slinger's Reload G&G p. 140 diff --git a/compendium/character/backgrounds/alloysmith-roe.md b/compendium/character/backgrounds/alloysmith-roe.md index 2d79cdc9a..579a6e264 100644 --- a/compendium/character/backgrounds/alloysmith-roe.md +++ b/compendium/character/backgrounds/alloysmith-roe.md @@ -9,7 +9,7 @@ tags: aliases: ["Alloysmith"] --- # Alloysmith -*Source: RoE p. 44* +*Source: Rage of Elements p. 44* Blacksmithing might be an ancient profession, but you are its cutting edge. You've studied the properties of different metals, experimented with them by combining them, exposing them to different elements and processes, and have even delved into the metaphysical nature of metal in your quest to master it. You might have taken up adventuring to acquire more funding and materials or to test your designs. Choose two attribute boosts. One must be to Strength or Intelligence, and one is a free attribute boost. diff --git a/compendium/character/backgrounds/concordance-researcher-roe.md b/compendium/character/backgrounds/concordance-researcher-roe.md index 432256b59..88fdf2885 100644 --- a/compendium/character/backgrounds/concordance-researcher-roe.md +++ b/compendium/character/backgrounds/concordance-researcher-roe.md @@ -8,7 +8,7 @@ tags: aliases: ["Concordance Researcher"] --- # Concordance Researcher -*Source: RoE p. 44* +*Source: Rage of Elements p. 44* Tasked by the Concordance of Elements (page 7) to research a variety of enigmatic planar phenomena, you've acquired very specific knowledge about the planes and the interactions between them. While being a researcher is usually a peaceful profession, the Concordance might require you to go out into the field and research unstable planar situations. Choose two attribute boosts. One must be to Intelligence or Wisdom, and one is a free attribute boost. diff --git a/compendium/character/backgrounds/concordance-scout-roe.md b/compendium/character/backgrounds/concordance-scout-roe.md index 0dd2e2c56..34c9ffbb3 100644 --- a/compendium/character/backgrounds/concordance-scout-roe.md +++ b/compendium/character/backgrounds/concordance-scout-roe.md @@ -9,7 +9,7 @@ tags: aliases: ["Concordance Scout"] --- # Concordance Scout -*Source: RoE p. 44* +*Source: Rage of Elements p. 44* You were hired by the Concordance of Elements to seek out rumors of planar breaches or other evidence of planar imbalances. After reporting back to the Concordance, they'd send agents more well equipped to deal with the situation. Still, this job has led you into more trouble than your employers suspect, and you've learned how to get your information quickly and get out relatively unscathed. diff --git a/compendium/character/backgrounds/crystal-healer-roe.md b/compendium/character/backgrounds/crystal-healer-roe.md index 29d062b94..c26dfc25a 100644 --- a/compendium/character/backgrounds/crystal-healer-roe.md +++ b/compendium/character/backgrounds/crystal-healer-roe.md @@ -9,7 +9,7 @@ tags: aliases: ["Crystal Healer"] --- # Crystal Healer -*Source: RoE p. 44* +*Source: Rage of Elements p. 44* Mineral formations can be beautiful things, sparkling and arrayed in geometric configurations. To you, they are also potent natural healing aids. You may have taken up adventuring to prove yourself by healing the ailing or to find new crystals with unique properties to add to your growing collection. diff --git a/compendium/character/backgrounds/deep-sea-diver-roe.md b/compendium/character/backgrounds/deep-sea-diver-roe.md index 278374317..c246015d9 100644 --- a/compendium/character/backgrounds/deep-sea-diver-roe.md +++ b/compendium/character/backgrounds/deep-sea-diver-roe.md @@ -9,7 +9,7 @@ tags: aliases: ["Deep-Sea Diver"] --- # Deep-Sea Diver -*Source: RoE p. 44* +*Source: Rage of Elements p. 44* The sapphire depths of the seas and the mysteries they hold beneath their surface have always piqued your interest. Your obsession with the ocean depths cannot be contained to one world alone, and you've read tomes and journals about the source of all water, everywhere, hoping to one day understand the watery secrets of the great unknown. diff --git a/compendium/character/backgrounds/dendrologist-roe.md b/compendium/character/backgrounds/dendrologist-roe.md index 277493a01..afea18bb4 100644 --- a/compendium/character/backgrounds/dendrologist-roe.md +++ b/compendium/character/backgrounds/dendrologist-roe.md @@ -9,7 +9,7 @@ tags: aliases: ["Dendrologist"] --- # Dendrologist -*Source: RoE p. 44* +*Source: Rage of Elements p. 44* Trees grow in every biome, and your awe at their ability to conquer terrain has inspired deeper study into their workings. diff --git a/compendium/character/backgrounds/elementally-infused-roe.md b/compendium/character/backgrounds/elementally-infused-roe.md index 80a77645f..56bfed334 100644 --- a/compendium/character/backgrounds/elementally-infused-roe.md +++ b/compendium/character/backgrounds/elementally-infused-roe.md @@ -9,7 +9,7 @@ tags: aliases: ["Elementally Infused"] --- # Elementally Infused -*Source: RoE p. 44* +*Source: Rage of Elements p. 44* You were exposed to a strong burst of elemental essence originating directly from an elemental plane, most likely caused by a planar breach. Your body absorbed the elemental essence with no ill effects, and now it coalesces within you. With time, you've learned to project elemental power in a manner safe to you but still deadly to others. diff --git a/compendium/character/backgrounds/feybound-apg.md b/compendium/character/backgrounds/feybound-apg.md index 354bce46e..2e5e49bf9 100644 --- a/compendium/character/backgrounds/feybound-apg.md +++ b/compendium/character/backgrounds/feybound-apg.md @@ -20,10 +20,13 @@ Choose two ability boosts. One must be to Dexterity or Charisma, and one is a fr You are trained in [Fey Lore](compendium/skills.md#Lore) and gain the Fey's Fortune free action. You must follow some rule or limitation as part of your pact with the fey. If you violate the rule, you lose Fey's Fortune until you receive the effects of a successful atone ritual using the [Nature](compendium/skills.md#Nature) skill. The exact limitation is up to you and the GM, but the most common requirement is that you must fulfill a single request from any fey who knows your name. ```ad-embed-ability -title: **Fey's Fortune** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") concentrate, fortune +title: **Fey's Fortune** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") ([concentrate](rules/traits/concentrate.md), [fortune](rules/traits/fortune.md)) - **Frequency**: once per day - **Trigger**: You attempt a skill check and haven't yet rolled -**Effect** Roll the skill check twice and use the better result. +**Effect** Roll the skill check twice and use the better result. +%% + #trait/concentrate #trait/fortune +%% ``` \ No newline at end of file diff --git a/compendium/character/backgrounds/fire-warden-roe.md b/compendium/character/backgrounds/fire-warden-roe.md index b0a3f636a..f56756b46 100644 --- a/compendium/character/backgrounds/fire-warden-roe.md +++ b/compendium/character/backgrounds/fire-warden-roe.md @@ -9,7 +9,7 @@ tags: aliases: ["Fire Warden"] --- # Fire Warden -*Source: RoE p. 44* +*Source: Rage of Elements p. 44* Whether you fought against fires in the wilderness or in crowded city streets, you've had your fair share of dealing with uncontrolled flames. Battling thick smoke and toxic fumes, you've [broken](rules/conditions.md#Broken) down obstacles to save trapped people from a fiery grave, and you've studied the nature and source of fire itself to try and better learn how to fight it. Choose two attribute boosts. One must be to Strength or Constitution, and one is a free attribute boost. diff --git a/compendium/character/backgrounds/planar-migrant-roe.md b/compendium/character/backgrounds/planar-migrant-roe.md index 02cfea347..8ae9f4aa8 100644 --- a/compendium/character/backgrounds/planar-migrant-roe.md +++ b/compendium/character/backgrounds/planar-migrant-roe.md @@ -9,7 +9,7 @@ tags: aliases: ["Planar Migrant"] --- # Planar Migrant -*Source: RoE p. 44* +*Source: Rage of Elements p. 44* Your birthplace was on one of the elemental planes, but you traveled to the Universe for some reason. Maybe you left on good terms, or maybe you were driven out and hope to one day return. Maybe you were even exiled, and any mention of it brings pain and resentment. In any case, nowhere has quite felt like home since, and you've roamed the land, carrying your life's possessions on your back wherever you go. You adventure possibly in search of a place to belong or a way to return to your plane of origin and settle unfinished business. diff --git a/compendium/character/backgrounds/sign-bound-lotg.md b/compendium/character/backgrounds/sign-bound-lotg.md index 3745c6383..be13cc21e 100644 --- a/compendium/character/backgrounds/sign-bound-lotg.md +++ b/compendium/character/backgrounds/sign-bound-lotg.md @@ -20,16 +20,16 @@ Choose two ability boosts. One must be to the ability tied to your sign, and one You're trained in [Astrology Lore](compendium/skills.md#Lore). You also gain the ability to cast an occult innate spell, as determined by your sign. The frequency with which you can cast this spell is listed below; cantrips can be used as often as you wish. As normal, you cast non-cantrip innate spells at the lowest level available to that spell, such as 2nd level for [speak with animals](compendium/spells/speak-with-animals.md), and cantrips are heightened to half your level. Additionally, once during the prominent time for your sign (such as 12 Pharast–18 Gozran for the Bridge), you can cast your sign's spell without expending its normal use. -- **The Thrush (Dexterity)** [ghost sound](compendium/spells/ghost-sound.md); at will -- **The Lantern Bearer (Wisdom)** [light](compendium/spells/light.md); at will -- **The Newlyweds (Charisma)** [charm](compendium/spells/charm.md); once per day -- **The Bridge (Constitution)** [endure elements](compendium/spells/endure-elements.md); once per week -- **The Daughter (Charisma)** [guidance](compendium/spells/guidance.md); at will -- **The Rider (Strength)** [phantom steed](compendium/spells/phantom-steed.md); once per week -- **The Patriarch (Strength)** [know direction](compendium/spells/know-direction.md); at will -- **The Wagon (Constitution)** [longstrider](compendium/spells/longstrider.md); once per week -- **The Pack (Dexterity)** [speak with animals](compendium/spells/speak-with-animals.md); once per week -- **The Mother (Wisdom)** [remove fear](compendium/spells/remove-fear.md); once per week -- **The Star Gazer (Intelligence)** [true strike](compendium/spells/true-strike.md); once per week -- **The Stranger (Charisma)** [message](compendium/spells/message.md); at will -- **The Follower (Intelligence)** [stabilize](compendium/spells/stabilize.md); at will \ No newline at end of file +- **The Thrush (Dexterity).** [ghost sound](compendium/spells/ghost-sound.md); at will +- **The Lantern Bearer (Wisdom).** [light](compendium/spells/light.md); at will +- **The Newlyweds (Charisma).** [charm](compendium/spells/charm.md); once per day +- **The Bridge (Constitution).** [endure elements](compendium/spells/endure-elements.md); once per week +- **The Daughter (Charisma).** [guidance](compendium/spells/guidance.md); at will +- **The Rider (Strength).** [phantom steed](compendium/spells/phantom-steed.md); once per week +- **The Patriarch (Strength).** [know direction](compendium/spells/know-direction.md); at will +- **The Wagon (Constitution).** [longstrider](compendium/spells/longstrider.md); once per week +- **The Pack (Dexterity).** [speak with animals](compendium/spells/speak-with-animals.md); once per week +- **The Mother (Wisdom).** [remove fear](compendium/spells/remove-fear.md); once per week +- **The Star Gazer (Intelligence).** [true strike](compendium/spells/true-strike.md); once per week +- **The Stranger (Charisma).** [message](compendium/spells/message.md); at will +- **The Follower (Intelligence).** [stabilize](compendium/spells/stabilize.md); at will \ No newline at end of file diff --git a/compendium/character/backgrounds/sky-rider-roe.md b/compendium/character/backgrounds/sky-rider-roe.md index 2825419fb..a6afde8f8 100644 --- a/compendium/character/backgrounds/sky-rider-roe.md +++ b/compendium/character/backgrounds/sky-rider-roe.md @@ -9,7 +9,7 @@ tags: aliases: ["Sky Rider"] --- # Sky Rider -*Source: RoE p. 44* +*Source: Rage of Elements p. 44* The freedom of a bird in flight is something to envy, and envy it you did, but not for long. You've borrowed mechanical gliders or sought out the benefits of magically aided gliding and flight, doing anything for an opportunity to look down on the world with only the wind to keep you aloft. The expense of these experiences may have been a notable factor in why you undertook the adventuring lifestyle or perhaps you are seeking new methods of flight to master. Choose two attribute boosts. One must be to Dexterity or Wisdom, and one is a free attribute boost. diff --git a/compendium/equipment/items/ablative-armor-plating-g-g.md b/compendium/equipment/items/ablative-armor-plating-g-g.md index 866b10faa..7d440a855 100644 --- a/compendium/equipment/items/ablative-armor-plating-g-g.md +++ b/compendium/equipment/items/ablative-armor-plating-g-g.md @@ -19,6 +19,7 @@ Ablative armor plating is additional plating, combined with springs, clever cloc The process of attaching the plating takes 10 minutes and grants the wearer of the armor the listed temporary Hit Points for the stated duration or until lost. Removing the plating early destroys it. --- + ### Variants #### lesser *Item 1* diff --git a/compendium/equipment/items/ablative-shield-plating-g-g.md b/compendium/equipment/items/ablative-shield-plating-g-g.md index f55de506f..dbfaf914b 100644 --- a/compendium/equipment/items/ablative-shield-plating-g-g.md +++ b/compendium/equipment/items/ablative-shield-plating-g-g.md @@ -19,6 +19,7 @@ Ablative shield plating is an amalgam device that provides a layer of additional When the shield is damaged, this additional material crumples, breaks, and falls apart, absorbing some of the energy of the blow. Otherwise, the additional material slowly crumbles over time. Applying the plating grants the shield temporary Hit Points that last for the stated duration or until lost. Removing the plating early destroys it. --- + ### Variants #### lesser *Item 1* diff --git a/compendium/equipment/items/abysium-armor-lotgb.md b/compendium/equipment/items/abysium-armor-lotgb.md index 7a1f21310..4bf094b5b 100644 --- a/compendium/equipment/items/abysium-armor-lotgb.md +++ b/compendium/equipment/items/abysium-armor-lotgb.md @@ -15,6 +15,7 @@ aliases: ["Abysium Armor"] Typically only creatures immune to abysium's effects would don abysium armor. You're [sickened](rules/conditions.md#Sickened) while wearing standard-grade armor made from abysium, or [sickened](rules/conditions.md#Sickened) while wearing high-grade armor made from abysium. You can't reduce your [sickened](rules/conditions.md#Sickened) condition while wearing abysium armor, or for 1 hour after removing it. Abysium armor is dangerous to nearby creatures, too. Creatures within 10 feet of abysium armor must succeed at a Fortitude save (DC 30 for standard grade or DC 40 for high grade) or become [sickened](rules/conditions.md#Sickened) ([sickened](rules/conditions.md#Sickened) on a critical failure). Afterwards, the creature is temporarily immune for 1 minute, but if they remain within the area for longer than 1 minute, they automatically critically fail the next save. --- + ### Variants #### standard-grade abysium armor *Item 12* diff --git a/compendium/equipment/items/abysium-lotgb.md b/compendium/equipment/items/abysium-lotgb.md index 34b7ac25c..c11147ac5 100644 --- a/compendium/equipment/items/abysium-lotgb.md +++ b/compendium/equipment/items/abysium-lotgb.md @@ -14,20 +14,54 @@ aliases: ["Abysium"] A blue-green metal with an eerie green luminescence, abysium radiates power that's inimical to life. Careless exposure to the material can lead to long-term damage to the immune system; as such, mining abysium is hazardous, as large quantities of the metal in an area cause all nearby creatures to become sick. A creature carrying an abysium object is [sickened](rules/conditions.md#Sickened) for a standard-grade object of light Bulk, [sickened](rules/conditions.md#Sickened) for a standard-grade object of 1 Bulk or more or a high-grade object of light Bulk, or [sickened](rules/conditions.md#Sickened) for a high-grade object of 1 Bulk or more. This and all other sickening effects of abysium are [poison](rules/traits/poison.md "Poison Effect Trait") effects. Crafters can use 1 abysium chunk to create up to 6 doses of poisonous abysium powder. Unscrupulous smiths have harnessed abysium's toxic properties to create noxious weapons and deadly substances. All objects crafted from abysium shed dim light in a 10-foot radius. -| Abysium Items | Hardness | HP | BT | -|---------------|----------|----|----| -| **Thin Items** | | | | -| multiRow | | -| multiRow | | -| **Items** | | | | -| multiRow | | -| multiRow | | -| **Structures** | | | | -| multiRow | | -| multiRow | | + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Abysium ItemsHardnessHPBT
**Thin Items**
Standard-grade
High-grade
6
10
24
40
12
20
**Items**
Standard-grade
High-grade
10
13
40
52
20
26
**Structures**
Standard-grade
High-grade
20
26
80
104
40
52
--- + ### Variants #### abysium chunk *Item 0* diff --git a/compendium/equipment/items/abysium-shield-lotgb.md b/compendium/equipment/items/abysium-shield-lotgb.md index 3604d6249..dd3df438b 100644 --- a/compendium/equipment/items/abysium-shield-lotgb.md +++ b/compendium/equipment/items/abysium-shield-lotgb.md @@ -15,6 +15,7 @@ aliases: ["Abysium Shield"] These glowing shields are crafted to ensure that the abysium used is safely contained within a durable outer shell. If the shield breaks, however, the toxic metal becomes exposed. When you use the [Shield Block](compendium/feats/shield-block.md) reaction against an adjacent creature's melee [Strike](rules/actions/strike.md), if the shield breaks, the creature is exposed to the abysium and is [sickened](rules/conditions.md#Sickened) for a standard-grade shield or [sickened](rules/conditions.md#Sickened) for a high-grade shield. --- + ### Variants #### standard-grade abysium buckler *Item 8* diff --git a/compendium/equipment/items/abysium-weapon-lotgb.md b/compendium/equipment/items/abysium-weapon-lotgb.md index 808a09ba5..ddba09a3a 100644 --- a/compendium/equipment/items/abysium-weapon-lotgb.md +++ b/compendium/equipment/items/abysium-weapon-lotgb.md @@ -15,6 +15,7 @@ aliases: ["Abysium Weapon"] Abysium weapons are safe to carry, as the toxic metal is contained within an outer shell. However, the inherent toxicity in these blue-green weapons can irradiate open wounds and poison foes. Abysium weapons have one fewer property rune slot, but they deal `1d4` poison damage on a successful [Strike](rules/actions/strike.md), and on a critical hit, the target is [sickened](rules/conditions.md#Sickened), or [sickened](rules/conditions.md#Sickened) with high-grade abysium. --- + ### Variants #### standard-grade abysium weapon *Item 12* diff --git a/compendium/equipment/items/accursed-staff-tv.md b/compendium/equipment/items/accursed-staff-tv.md index b9cc92d77..f09e5ba77 100644 --- a/compendium/equipment/items/accursed-staff-tv.md +++ b/compendium/equipment/items/accursed-staff-tv.md @@ -25,6 +25,7 @@ You expend a number of charges from the staff to cast a spell from its list. ``` --- + ### Variants #### accursed staff *Item 6* diff --git a/compendium/equipment/items/acid-flask.md b/compendium/equipment/items/acid-flask.md index 71aff0541..84c979baa 100644 --- a/compendium/equipment/items/acid-flask.md +++ b/compendium/equipment/items/acid-flask.md @@ -20,6 +20,7 @@ aliases: ["Acid Flask"] This flask filled with corrosive acid deals 1 acid damage, the listed [persistent acid damage](rules/conditions.md#Persistent%20Damage), and the listed acid splash damage. Many types grant an item bonus to attack rolls. --- + ### Variants #### lesser *Item 1* diff --git a/compendium/equipment/items/adamantine-armor.md b/compendium/equipment/items/adamantine-armor.md index 653a35ecb..c80dfa040 100644 --- a/compendium/equipment/items/adamantine-armor.md +++ b/compendium/equipment/items/adamantine-armor.md @@ -15,6 +15,7 @@ aliases: ["Adamantine Armor"] Adamantine armor has a shiny, black appearance and is amazingly durable. --- + ### Variants #### standard-grade adamantine armor *Item 12* diff --git a/compendium/equipment/items/adamantine-shield.md b/compendium/equipment/items/adamantine-shield.md index 6f333d8c8..b948d6343 100644 --- a/compendium/equipment/items/adamantine-shield.md +++ b/compendium/equipment/items/adamantine-shield.md @@ -15,6 +15,7 @@ aliases: ["Adamantine Shield"] Adamantine shields are particularly sturdy, and when used for a shield bash, they are adamantine weapons. --- + ### Variants #### standard-grade adamantine buckler *Item 8* diff --git a/compendium/equipment/items/adamantine-weapon.md b/compendium/equipment/items/adamantine-weapon.md index 5c8eedfa0..70364c8a5 100644 --- a/compendium/equipment/items/adamantine-weapon.md +++ b/compendium/equipment/items/adamantine-weapon.md @@ -15,6 +15,7 @@ aliases: ["Adamantine Weapon"] Adamantine weapons have a shiny black appearance and cut through lesser items with ease. They treat any object they hit as if it had half as much Hardness as usual, unless the object's Hardness is greater than that of the adamantine weapon. --- + ### Variants #### standard-grade adamantine weapon *Item 11* diff --git a/compendium/equipment/items/adamantine.md b/compendium/equipment/items/adamantine.md index 25aeec623..7e568f29c 100644 --- a/compendium/equipment/items/adamantine.md +++ b/compendium/equipment/items/adamantine.md @@ -14,20 +14,54 @@ aliases: ["Adamantine"] Mined from rocks that fell from the heavens, adamantine is one of the hardest metals known. It has a shiny, black appearance, and it is prized for its amazing resiliency and ability to hold an incredibly sharp edge. -| Adamantine Items | Hardness | HP | BT | -|------------------|----------|----|----| -| **Thin Items** | | | | -| multiRow | | -| multiRow | | -| **Items** | | | | -| multiRow | | -| multiRow | | -| **Structures** | | | | -| multiRow | | -| multiRow | | + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Adamantine ItemsHardnessHPBT
**Thin Items**
Standard-grade
High-grade
10
13
40
52
20
26
**Items**
Standard-grade
High-grade
14
17
56
68
28
34
**Structures**
Standard-grade
High-grade
28
34
112
136
56
68
--- + ### Variants #### adamantine chunk *Item 0* diff --git a/compendium/equipment/items/addiction-suppressant-lol.md b/compendium/equipment/items/addiction-suppressant-lol.md index 9b7129a2a..32df2ed93 100644 --- a/compendium/equipment/items/addiction-suppressant-lol.md +++ b/compendium/equipment/items/addiction-suppressant-lol.md @@ -18,6 +18,7 @@ aliases: ["Addiction Suppressant"] When you use a dose of addiction suppressant, it suppresses the effects of that addiction for 1 day, as if you had taken an actual dose of the drug, but without any of the drug's effects, and it doesn't increase the addiction DC. You also gain an item bonus against the ongoing save against the drug's addiction depending on the type of addiction suppressant. --- + ### Variants #### lesser *Item 1* diff --git a/compendium/equipment/items/addiction-suppressant-tv.md b/compendium/equipment/items/addiction-suppressant-tv.md index e8605a8f9..0c17702a2 100644 --- a/compendium/equipment/items/addiction-suppressant-tv.md +++ b/compendium/equipment/items/addiction-suppressant-tv.md @@ -21,6 +21,7 @@ When you use a dose of addiction suppressant, it suppresses the effects of that For every drug, a specific suppressant must be crafted— no generalized addiction suppressant yet exists. In order to create an addiction suppressant, you must begin with a dose of the drug to be suppressed, then use alchemical reagents to generate an elixir that can be used to fight that drug's addiction. An addiction suppressant must be a higher level than the drug it is meant to suppress in order to work. --- + ### Variants #### lesser *Item 1* diff --git a/compendium/equipment/items/advancing-tv.md b/compendium/equipment/items/advancing-tv.md index 77aaa470e..3dd25154b 100644 --- a/compendium/equipment/items/advancing-tv.md +++ b/compendium/equipment/items/advancing-tv.md @@ -24,6 +24,7 @@ title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Action ``` --- + ### Variants #### advancing *Item 9* diff --git a/compendium/equipment/items/aeon-stone.md b/compendium/equipment/items/aeon-stone.md index 39b04433b..4913218d0 100644 --- a/compendium/equipment/items/aeon-stone.md +++ b/compendium/equipment/items/aeon-stone.md @@ -24,6 +24,7 @@ You can stow an aeon stone with an [Interact](rules/actions/interact.md) action, There are various types of aeon stones, each with a different shape, color, and [magical](rules/traits/magical.md "Magical Item Trait") effect. Each aeon stone also gains a resonant power when slotted into a special magical item called a [wayfinder](compendium/equipment/items/wayfinder.md). --- + ### Variants #### clear spindle *Item 7* diff --git a/compendium/equipment/items/aether-marbles-gw3.md b/compendium/equipment/items/aether-marbles-gw3.md index 17923e530..4cea91a56 100644 --- a/compendium/equipment/items/aether-marbles-gw3.md +++ b/compendium/equipment/items/aether-marbles-gw3.md @@ -22,6 +22,7 @@ Aether marbles create violent, lingering eddies of force that extend partially i Surfaces in the splash area are filled with twisting eddies of force, which are difficult terrain for incorporeal creatures but not for corporeal ones. The force eddies in a square disperse after an incorporeal creature enters the square. --- + ### Variants #### lesser *Item 4* diff --git a/compendium/equipment/items/alchemical-chart-tv.md b/compendium/equipment/items/alchemical-chart-tv.md index c8b5bfa78..2634857b0 100644 --- a/compendium/equipment/items/alchemical-chart-tv.md +++ b/compendium/equipment/items/alchemical-chart-tv.md @@ -15,6 +15,7 @@ aliases: ["Alchemical Chart"] This sturdy, rigid alchemical chart contains shorthand references on quickly mixing reagents for maximum effect. If you hold this chart while using [Quick Alchemy](rules/actions/quick-alchemy.md), the items you create of the listed level remain potent for 1 additional round. --- + ### Variants #### lesser alchemical chart *Item 4* diff --git a/compendium/equipment/items/alchemist-goggles.md b/compendium/equipment/items/alchemist-goggles.md index 4638886c3..db88a8aab 100644 --- a/compendium/equipment/items/alchemist-goggles.md +++ b/compendium/equipment/items/alchemist-goggles.md @@ -17,6 +17,7 @@ aliases: ["Alchemist Goggles"] These brass goggles are engraved with flame patterns and have thick, heavy lenses. While worn, they give you a +1 item bonus to [Crafting](compendium/skills.md#Crafting) checks to [Craft](rules/actions/craft.md) alchemical items and a +1 item bonus to attack rolls with alchemical bombs. You can also ignore lesser cover when making [Strikes](rules/actions/strike.md) with alchemical bombs. --- + ### Variants #### alchemist goggles *Item 4* diff --git a/compendium/equipment/items/alchemists-fire.md b/compendium/equipment/items/alchemists-fire.md index aa06126fa..11e1ac8d6 100644 --- a/compendium/equipment/items/alchemists-fire.md +++ b/compendium/equipment/items/alchemists-fire.md @@ -20,6 +20,7 @@ aliases: ["Alchemist's Fire"] Alchemist's fire is a combination of volatile liquids that ignite when exposed to air. Alchemist's fire deals the listed fire damage, [persistent fire damage](rules/conditions.md#Persistent%20Damage), and splash damage. Many types grant an item bonus to attack rolls. --- + ### Variants #### lesser *Item 1* diff --git a/compendium/equipment/items/alchemists-lab.md b/compendium/equipment/items/alchemists-lab.md index bd13c8fd8..8584c5cf2 100644 --- a/compendium/equipment/items/alchemists-lab.md +++ b/compendium/equipment/items/alchemists-lab.md @@ -15,6 +15,7 @@ aliases: ["Alchemist's Lab"] You need an alchemist's lab to [Craft](rules/actions/craft.md) alchemical items during downtime. --- + ### Variants #### Base *Item 0* diff --git a/compendium/equipment/items/alignment-ampoule-lopsg.md b/compendium/equipment/items/alignment-ampoule-lopsg.md index 1259664aa..814fa4797 100644 --- a/compendium/equipment/items/alignment-ampoule-lopsg.md +++ b/compendium/equipment/items/alignment-ampoule-lopsg.md @@ -20,6 +20,7 @@ This glass sphere is divided into four quarters, each of which contains a differ If a creature has multiple eligible weaknesses, randomly determine the damage type. An alignment ampoule has no effect against creatures that don't have a weakness to the ampoule's associated alignment types. --- + ### Variants #### lesser *Item 1* diff --git a/compendium/equipment/items/alluring-scarf-lotgb.md b/compendium/equipment/items/alluring-scarf-lotgb.md index e5dc2aa37..ce23a695c 100644 --- a/compendium/equipment/items/alluring-scarf-lotgb.md +++ b/compendium/equipment/items/alluring-scarf-lotgb.md @@ -28,6 +28,7 @@ title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actio ``` --- + ### Variants #### alluring scarf *Item 8* diff --git a/compendium/equipment/items/anchoring-lotgb.md b/compendium/equipment/items/anchoring-lotgb.md index e414417b8..013597709 100644 --- a/compendium/equipment/items/anchoring-lotgb.md +++ b/compendium/equipment/items/anchoring-lotgb.md @@ -17,6 +17,7 @@ aliases: ["Anchoring"] This rune prevents enemies from escaping your grasp by [fleeing](rules/conditions.md#Fleeing) to other planes. If you critically hit a target with an anchoring weapon, the weapon casts [dimensional anchor](compendium/spells/dimensional-anchor.md) on the target (DC 27, counteract modifier +17). --- + ### Variants #### anchoring *Item 10* diff --git a/compendium/equipment/items/animal-repellent-tv.md b/compendium/equipment/items/animal-repellent-tv.md index 879ab053b..e7c763b6d 100644 --- a/compendium/equipment/items/animal-repellent-tv.md +++ b/compendium/equipment/items/animal-repellent-tv.md @@ -22,6 +22,7 @@ You Activate animal repellent by sprinkling it on yourself or a creature within The designated kind of creature typically avoids the coated creature or area, which smells foul and feels unnerving to it. If in combat or otherwise distressed, the creature can approach within 20 feet of the affected creature or area only if it succeeds at a Will save with a DC determined by the type of animal repellent. Once it succeeds at this save, the animal is temporarily immune for 1 minute. If the animal attacks in a way that causes it to taste or ingest the repellent, it must succeed at a Fortitude save at the listed DC or become [sickened](rules/conditions.md#Sickened) (or [sickened](rules/conditions.md#Sickened) on a critical failure). --- + ### Variants #### minor *Item 1* diff --git a/compendium/equipment/items/animal-staff.md b/compendium/equipment/items/animal-staff.md index 24a06a5c5..88d0a683c 100644 --- a/compendium/equipment/items/animal-staff.md +++ b/compendium/equipment/items/animal-staff.md @@ -27,6 +27,7 @@ You expend a number of charges from the staff to cast a spell from its list. ``` --- + ### Variants #### animal staff *Item 4* diff --git a/compendium/equipment/items/anointing-oil-lokl.md b/compendium/equipment/items/anointing-oil-lokl.md index 70d0ca9c2..287ca285a 100644 --- a/compendium/equipment/items/anointing-oil-lokl.md +++ b/compendium/equipment/items/anointing-oil-lokl.md @@ -23,6 +23,7 @@ Carried by many Knights of Lastwall, this amber-colored, fragrant-smelling oil i The oil is repugnant to the undead. An undead creature that touches a corpse treated with this oil is [enfeebled](rules/conditions.md#Enfeebled) until the contact is [broken](rules/conditions.md#Broken) or the oil's effect wears off. --- + ### Variants #### anointing oil *Item 4* diff --git a/compendium/equipment/items/antidote.md b/compendium/equipment/items/antidote.md index cb3947795..833116c3a 100644 --- a/compendium/equipment/items/antidote.md +++ b/compendium/equipment/items/antidote.md @@ -19,6 +19,7 @@ aliases: ["Antidote"] An antidote protects you against toxins. Upon drinking an antidote, you gain an item bonus to Fortitude saving throws against poisons for 6 hours. --- + ### Variants #### lesser *Item 1* diff --git a/compendium/equipment/items/antiplague.md b/compendium/equipment/items/antiplague.md index 8ec9b87e4..49ec648a0 100644 --- a/compendium/equipment/items/antiplague.md +++ b/compendium/equipment/items/antiplague.md @@ -21,6 +21,7 @@ Antiplague can fortify the body's defenses against diseases. Upon drinking an antiplague, you gain an item bonus to Fortitude saving throws against diseases for 24 hours; this applies to your daily save against a disease's progression. --- + ### Variants #### lesser *Item 1* diff --git a/compendium/equipment/items/applereed-mutagen-lol.md b/compendium/equipment/items/applereed-mutagen-lol.md index ac33c51bf..fd77aefd6 100644 --- a/compendium/equipment/items/applereed-mutagen-lol.md +++ b/compendium/equipment/items/applereed-mutagen-lol.md @@ -25,6 +25,7 @@ This gummy liquid disproportionately lengthens your legs, causing you to grow bu **Drawback** You take a –1 penalty to AC and a –2 penalty to Reflex saves. --- + ### Variants #### lesser *Item 4* diff --git a/compendium/equipment/items/arachnid-harness-tv.md b/compendium/equipment/items/arachnid-harness-tv.md index 8e7f78227..356785b99 100644 --- a/compendium/equipment/items/arachnid-harness-tv.md +++ b/compendium/equipment/items/arachnid-harness-tv.md @@ -25,6 +25,7 @@ title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Action ``` --- + ### Variants #### arachnid harness *Item 7* diff --git a/compendium/equipment/items/arctic-vigor-lotgb.md b/compendium/equipment/items/arctic-vigor-lotgb.md index 4856a25be..9de123feb 100644 --- a/compendium/equipment/items/arctic-vigor-lotgb.md +++ b/compendium/equipment/items/arctic-vigor-lotgb.md @@ -28,6 +28,7 @@ title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actio ``` --- + ### Variants #### arctic vigor *Item 10* diff --git a/compendium/equipment/items/armbands-of-athleticism.md b/compendium/equipment/items/armbands-of-athleticism.md index c69a3ca69..419de5c8b 100644 --- a/compendium/equipment/items/armbands-of-athleticism.md +++ b/compendium/equipment/items/armbands-of-athleticism.md @@ -17,6 +17,7 @@ aliases: ["Armbands of Athleticism"] Skilled awl work has imprinted images of a muscled weightlifter into these tiered leather bands, which grant you enhanced stamina and skill when performing athletic exercises. While fastened to your upper arms, the armbands give you a +2 item bonus to [Athletics](compendium/skills.md#Athletics) checks. In addition, whenever you use an action to [Climb](rules/actions/climb.md) or [Swim](rules/actions/swim.md) and you succeed at the [Athletics](compendium/skills.md#Athletics) check, add a +5-foot item bonus to the distance you move. --- + ### Variants #### armbands of athleticism *Item 9* diff --git a/compendium/equipment/items/armor-potency.md b/compendium/equipment/items/armor-potency.md index 4d5bbd75e..467c8b599 100644 --- a/compendium/equipment/items/armor-potency.md +++ b/compendium/equipment/items/armor-potency.md @@ -18,6 +18,7 @@ Magic wards deflect attacks. Increase the armor's item bonus to AC by 1. The arm You can upgrade the armor potency rune already etched on a suit of armor to a stronger version, increasing the values of the existing rune to those of the new rune. You must have the formula of the stronger rune to do so, and the Price of the upgrade is the difference between the two runes' Prices. --- + ### Variants #### +1 armor potency *Item 5* diff --git a/compendium/equipment/items/armory-bracelet-tv.md b/compendium/equipment/items/armory-bracelet-tv.md index 8908243e4..9c0ad2457 100644 --- a/compendium/equipment/items/armory-bracelet-tv.md +++ b/compendium/equipment/items/armory-bracelet-tv.md @@ -25,6 +25,7 @@ title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actio ``` --- + ### Variants #### minor armory bracelet *Item 3* diff --git a/compendium/equipment/items/arrow.md b/compendium/equipment/items/arrow.md index 6f4e3b3ed..15c8f9b0a 100644 --- a/compendium/equipment/items/arrow.md +++ b/compendium/equipment/items/arrow.md @@ -16,6 +16,7 @@ These projectiles are the ammunition for bows. The shaft of an arrow is made of > Different weapons have different prices for ammunition. The prices listed are thus, only for reference in the weapon statblocks themselves. --- + ### Variants #### 5-pack *Item 0* diff --git a/compendium/equipment/items/artisans-tools.md b/compendium/equipment/items/artisans-tools.md index 5323c597e..eb4daa072 100644 --- a/compendium/equipment/items/artisans-tools.md +++ b/compendium/equipment/items/artisans-tools.md @@ -18,6 +18,7 @@ You need these tools to create items from raw materials with the [Craft](rules/a > You can use the set of tools with one hand if you are wearing it. --- + ### Variants #### Base *Item 0* diff --git a/compendium/equipment/items/assassin-vine-wine-tv.md b/compendium/equipment/items/assassin-vine-wine-tv.md index 32a2167cc..61495b180 100644 --- a/compendium/equipment/items/assassin-vine-wine-tv.md +++ b/compendium/equipment/items/assassin-vine-wine-tv.md @@ -19,6 +19,7 @@ aliases: ["Assassin Vine Wine"] [Crafting](compendium/skills.md#Crafting) wine from assassin vine berries is a dangerous process, but the resulting ruby-red drink is rich and heady. Alchemical reagents added during fermentation concentrate the vine's connection to its environment and impart them onto the imbiber. For 1 minute after drinking a glass of assassin vine wine, you have tremorsense at a range of 30 feet. --- + ### Variants #### assassin vine wine *Item 9* diff --git a/compendium/equipment/items/astrolabe-lopsg.md b/compendium/equipment/items/astrolabe-lopsg.md index 939f09d70..23d70868f 100644 --- a/compendium/equipment/items/astrolabe-lopsg.md +++ b/compendium/equipment/items/astrolabe-lopsg.md @@ -15,6 +15,7 @@ aliases: ["Astrolabe"] Astrolabes can be used for navigation in unfamiliar or featureless locations. To use an astrolabe, the holder must be trained in [Survival](compendium/skills.md#Survival). By spending 1 minute to measure the height of the stars and planets, a holder who knows the time and date can determine the latitude, and a holder who knows their latitude can determine the date and time. An astrolabe also grants a +1 item bonus on checks to identify celestial bodies. A standard astrolabe only functions on steady ground. --- + ### Variants #### standard astrolabe *Item 2* diff --git a/compendium/equipment/items/awakened-metal-shot-g-g.md b/compendium/equipment/items/awakened-metal-shot-g-g.md index c4305d7a2..1eef41361 100644 --- a/compendium/equipment/items/awakened-metal-shot-g-g.md +++ b/compendium/equipment/items/awakened-metal-shot-g-g.md @@ -19,6 +19,7 @@ aliases: ["Awakened Metal Shot"] These bullets are formed from a liquefied high-grade precious metal and enchanted to unlock that metal's true potential. Each version has a different special effect. --- + ### Variants #### awakened adamantine shot *Item 18* diff --git a/compendium/equipment/items/backfire-mantle-som.md b/compendium/equipment/items/backfire-mantle-som.md index 16c85b3ae..8d92b5159 100644 --- a/compendium/equipment/items/backfire-mantle-som.md +++ b/compendium/equipment/items/backfire-mantle-som.md @@ -17,6 +17,7 @@ aliases: ["Backfire Mantle"] This vivid red cloak of sturdy fabric is favored by aggressive battle alchemists and mages, as well as those cautious warriors who need to advance into the fray ahead of the blast-happy back line. The mantle interposes to protect you from your own and allies' magic, granting you a circumstance bonus to Reflex saves against your own spells, as well as those of your allies. You also gain resistance to splash damage from your own alchemical items and those of your allies. --- + ### Variants #### backfire mantle *Item 3* diff --git a/compendium/equipment/items/bag-of-holding.md b/compendium/equipment/items/bag-of-holding.md index 100230ddd..166c0447b 100644 --- a/compendium/equipment/items/bag-of-holding.md +++ b/compendium/equipment/items/bag-of-holding.md @@ -21,6 +21,7 @@ You can [Interact](rules/actions/interact.md) with the bag of holding to put ite If the bag is overloaded or [broken](rules/conditions.md#Broken), it ruptures and is ruined, causing the items inside to be lost forever. If it's turned inside out, the items inside spill out unharmed, but the bag must be put right before it can be used again. A living creature placed inside the bag has enough air for 10 minutes before it begins to suffocate, and it can attempt to [Escape](rules/actions/escape.md) against a DC of 13. An item inside the bag provides no benefits unless it's retrieved first. An item in the bag can't be detected by magic that detects only things on the same plane. --- + ### Variants #### I *Item 4* diff --git a/compendium/equipment/items/bagpipes-of-turmoil-tv.md b/compendium/equipment/items/bagpipes-of-turmoil-tv.md index bc5d56af9..e8b341089 100644 --- a/compendium/equipment/items/bagpipes-of-turmoil-tv.md +++ b/compendium/equipment/items/bagpipes-of-turmoil-tv.md @@ -26,6 +26,7 @@ You expend a number of charges from this instrument to cast a spell from its lis ``` --- + ### Variants #### bagpipes of turmoil *Item 4* diff --git a/compendium/equipment/items/bane-ammunition-tv.md b/compendium/equipment/items/bane-ammunition-tv.md index 3dab2910b..e39ba712c 100644 --- a/compendium/equipment/items/bane-ammunition-tv.md +++ b/compendium/equipment/items/bane-ammunition-tv.md @@ -18,6 +18,7 @@ aliases: ["Bane Ammunition"] Monster hunters favor bane ammunition that contains a capsule of reagents tailored to a particular type of creature— aberration, animal, beast, dragon, fey, giant, ooze, or both fungus and plant. Each type requires a different formula. When activated bane ammunition hits a target that has a trait matching the selected type, it takes [persistent poison damage](rules/conditions.md#Persistent%20Damage) in addition to the damage the attack normally deals. --- + ### Variants #### lesser *Item 1* diff --git a/compendium/equipment/items/barricade-stone-sot3.md b/compendium/equipment/items/barricade-stone-sot3.md index 76d55bf6f..f6badcb81 100644 --- a/compendium/equipment/items/barricade-stone-sot3.md +++ b/compendium/equipment/items/barricade-stone-sot3.md @@ -22,6 +22,7 @@ The ancient inhabitants of Bloodsalt crafted these magic rocks to construct defe When you activate the barricade stone, you drop it on the ground, throw it up to 20 feet away, or sling it using a sling weapon. Upon landing, the stone instantly and permanently expands. The stone grows to its maximum size. While normally items with the [structure](rules/traits/structure.md "Structure General Trait") trait put creatures in their area inside the structure, this effect creates solid stone, so it can't be placed in an area where there are creatures. While it's likely to take some time even with the right tools, an activated barricade stone can be destroyed the same as any normal stone structure (Hardness 14, HP 56). --- + ### Variants #### sphere *Item 6* diff --git a/compendium/equipment/items/battering-ram-g-g.md b/compendium/equipment/items/battering-ram-g-g.md index 0388b1eb9..f28999ada 100644 --- a/compendium/equipment/items/battering-ram-g-g.md +++ b/compendium/equipment/items/battering-ram-g-g.md @@ -25,6 +25,7 @@ title: **Ram** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions " ``` --- + ### Variants #### battering ram *Item 5* diff --git a/compendium/equipment/items/beast-staff-tv.md b/compendium/equipment/items/beast-staff-tv.md index 883f289f3..d00764a3f 100644 --- a/compendium/equipment/items/beast-staff-tv.md +++ b/compendium/equipment/items/beast-staff-tv.md @@ -25,6 +25,7 @@ You expend a number of charges from the staff to cast a spell from its list. ``` --- + ### Variants #### beast staff *Item 7* diff --git a/compendium/equipment/items/beastmasters-sigil-tv.md b/compendium/equipment/items/beastmasters-sigil-tv.md index 1c93b75e8..e8807d910 100644 --- a/compendium/equipment/items/beastmasters-sigil-tv.md +++ b/compendium/equipment/items/beastmasters-sigil-tv.md @@ -38,6 +38,7 @@ title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) ``` --- + ### Variants #### greater beastmaster's sigil *Item 7* diff --git a/compendium/equipment/items/berserkers-cloak.md b/compendium/equipment/items/berserkers-cloak.md index 5f8305d87..dcd808b8a 100644 --- a/compendium/equipment/items/berserkers-cloak.md +++ b/compendium/equipment/items/berserkers-cloak.md @@ -22,6 +22,7 @@ This transformation is a [morph](rules/traits/morph.md "Morph Effect Trait") eff If you have an animal instinct and the bestial rage instinct ability, instead of gaining these unarmed attacks, your unarmed attacks from the bestial rage instinct ability gain the benefits of a +2 weapon potency rune and a greater striking rune (granting a +2 item bonus to attack rolls and increasing the weapon damage dice by two). --- + ### Variants #### berserker's cloak *Item 12* diff --git a/compendium/equipment/items/bestial-mutagen.md b/compendium/equipment/items/bestial-mutagen.md index 549e80de3..e92c27619 100644 --- a/compendium/equipment/items/bestial-mutagen.md +++ b/compendium/equipment/items/bestial-mutagen.md @@ -24,6 +24,7 @@ Your features transform into something bestial and you take on muscle mass, but **Drawback** You take a –1 penalty to AC and a –2 penalty to Reflex saves. --- + ### Variants #### lesser *Item 1* diff --git a/compendium/equipment/items/bewitching-bloom-tv.md b/compendium/equipment/items/bewitching-bloom-tv.md index b8fb019e3..b8c6e3abe 100644 --- a/compendium/equipment/items/bewitching-bloom-tv.md +++ b/compendium/equipment/items/bewitching-bloom-tv.md @@ -28,6 +28,7 @@ title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actio ``` --- + ### Variants #### amaranth *Item 15* diff --git a/compendium/equipment/items/big-rock-bullet-lotgb.md b/compendium/equipment/items/big-rock-bullet-lotgb.md index 88c8b6cf0..30d30d3cb 100644 --- a/compendium/equipment/items/big-rock-bullet-lotgb.md +++ b/compendium/equipment/items/big-rock-bullet-lotgb.md @@ -20,6 +20,7 @@ aliases: ["Big Rock Bullet"] A big rock bullet is a sling bullet made of heavy granite, but each piece of ammunition feels much more dense than it appears. When activated, a big rock bullet transforms into a giant rock just before hitting the target. The target takes `4d6` additional bludgeoning damage on a successful hit. Even on a failed attack roll (but not a critical failure), the target takes `2d6` bludgeoning damage. Creatures with the [Catch Rock](rules/abilities/catch-rock.md) reaction can use it against a big rock bullet. --- + ### Variants #### big rock bullet *Item 7* diff --git a/compendium/equipment/items/binding-coil-som.md b/compendium/equipment/items/binding-coil-som.md index 080dc3d47..8c6ea0d36 100644 --- a/compendium/equipment/items/binding-coil-som.md +++ b/compendium/equipment/items/binding-coil-som.md @@ -21,6 +21,7 @@ This talisman, a bright red coil that's warm to the touch and faintly resembles Your opponent must succeed at a DC 20 [Escape](rules/actions/escape.md) check to break free. The coil breaks if you move any further away from the bound opponent, but not if you move any closer. --- + ### Variants #### binding coil *Item 6* diff --git a/compendium/equipment/items/black-powder-g-g.md b/compendium/equipment/items/black-powder-g-g.md index bbfac9ab3..a5d4138db 100644 --- a/compendium/equipment/items/black-powder-g-g.md +++ b/compendium/equipment/items/black-powder-g-g.md @@ -20,6 +20,7 @@ Black powder is a volatile and explosive alchemical substance commonly used in t Black powder becomes inert and useless when wet and must be kept in a sealed, water-tight container. --- + ### Variants #### dose or round *Item 0* diff --git a/compendium/equipment/items/black-tendril-shot-tv.md b/compendium/equipment/items/black-tendril-shot-tv.md index 2ab0f2ee2..55f433571 100644 --- a/compendium/equipment/items/black-tendril-shot-tv.md +++ b/compendium/equipment/items/black-tendril-shot-tv.md @@ -24,6 +24,7 @@ A glistening, tar‑like substance that's displeasing to the touch coats a black > - **Critical Failure** The target is [slowed](rules/conditions.md#Slowed), [blinded](rules/conditions.md#Blinded), and [deafened](rules/conditions.md#Deafened). --- + ### Variants #### lesser *Item 7* diff --git a/compendium/equipment/items/blade-byrnie-tv.md b/compendium/equipment/items/blade-byrnie-tv.md index ef94496f9..9f601f665 100644 --- a/compendium/equipment/items/blade-byrnie-tv.md +++ b/compendium/equipment/items/blade-byrnie-tv.md @@ -26,6 +26,7 @@ Upgrading the runes on the blade byrnie makes the daggers pulled from it more po ``` --- + ### Variants #### blade byrnie *Item 7* diff --git a/compendium/equipment/items/blade-of-four-energies-som.md b/compendium/equipment/items/blade-of-four-energies-som.md index d0c958ce6..ce13749a8 100644 --- a/compendium/equipment/items/blade-of-four-energies-som.md +++ b/compendium/equipment/items/blade-of-four-energies-som.md @@ -35,6 +35,7 @@ title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actio ``` --- + ### Variants #### blade of four energies *Item 13* diff --git a/compendium/equipment/items/blast-boots-g-g.md b/compendium/equipment/items/blast-boots-g-g.md index 214ecba0c..0fb256d74 100644 --- a/compendium/equipment/items/blast-boots-g-g.md +++ b/compendium/equipment/items/blast-boots-g-g.md @@ -18,6 +18,7 @@ aliases: ["Blast Boots"] These sets of rockets come in pairs and strap onto existing footwear (or a creature's feet). Inserting them and aligning them properly takes 1 minute. When you [Activate](rules/actions/activate-an-item.md) the blast boots, you can [High Jump](rules/actions/high-jump.md) or [Long Jump](rules/actions/long-jump.md), without the need to [Stride](rules/actions/stride.md) first. Higher-level versions increase the distance of your [High Jump](rules/actions/high-jump.md) or [Long Jump](rules/actions/long-jump.md). --- + ### Variants #### lesser *Item 1* diff --git a/compendium/equipment/items/blast-foot-lotgb.md b/compendium/equipment/items/blast-foot-lotgb.md index 4ea04507b..9742f2486 100644 --- a/compendium/equipment/items/blast-foot-lotgb.md +++ b/compendium/equipment/items/blast-foot-lotgb.md @@ -34,6 +34,7 @@ title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actio ``` --- + ### Variants #### blast foot *Item 6* diff --git a/compendium/equipment/items/blast-lance-ooa3.md b/compendium/equipment/items/blast-lance-ooa3.md index a1963c2b4..3b01c6366 100644 --- a/compendium/equipment/items/blast-lance-ooa3.md +++ b/compendium/equipment/items/blast-lance-ooa3.md @@ -33,6 +33,7 @@ title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Action ``` --- + ### Variants #### blast lance *Item 4* diff --git a/compendium/equipment/items/blazons-of-shared-power-g-g.md b/compendium/equipment/items/blazons-of-shared-power-g-g.md index a9b74e2cc..e6afe1082 100644 --- a/compendium/equipment/items/blazons-of-shared-power-g-g.md +++ b/compendium/equipment/items/blazons-of-shared-power-g-g.md @@ -17,6 +17,7 @@ aliases: ["Blazons Of Shared Power"] These brass emblems come in a variety of designs, usually customized to the purchaser to reflect the heraldry of a family or guild. Blazons of shared power come in sets of three. When you invest the blazons, you wear one of the three on your chest, and you attach the others to a pair of one-handed weapons, choosing one as the primary weapon and one as the secondary weapon. These weapons can be either melee weapons or ranged weapons. As long as you're wielding both the primary weapon and the secondary weapon, the secondary weapon gains the benefit of the fundamental runes on the primary weapon. A weapon can only have a single blazon of shared power attached to it at a time. --- + ### Variants #### blazons of shared power *Item 3* diff --git a/compendium/equipment/items/blight-bomb-apg.md b/compendium/equipment/items/blight-bomb-apg.md index 262232d4e..11fbd19a3 100644 --- a/compendium/equipment/items/blight-bomb-apg.md +++ b/compendium/equipment/items/blight-bomb-apg.md @@ -20,6 +20,7 @@ aliases: ["Blight Bomb"] Blight bombs contain volatile toxic chemicals that rot flesh. A blight bomb deals the listed poison damage, [persistent poison damage](rules/conditions.md#Persistent%20Damage), and splash damage. Many types grant an item bonus to attack rolls. --- + ### Variants #### lesser *Item 1* diff --git a/compendium/equipment/items/blightburn-bomb-tv.md b/compendium/equipment/items/blightburn-bomb-tv.md index b54650608..39b3c1ed0 100644 --- a/compendium/equipment/items/blightburn-bomb-tv.md +++ b/compendium/equipment/items/blightburn-bomb-tv.md @@ -24,6 +24,7 @@ Blightburn bombs have radioactive materials sealed inside flasks treated with le Blightburn bombs also expose the primary target to [blightburn sickness](compendium/gm/afflictions/blightburn-sickness-tv.md) at the listed Fortitude DC. --- + ### Variants #### blightburn bomb *Item 15* diff --git a/compendium/equipment/items/blister-ammunition-tv.md b/compendium/equipment/items/blister-ammunition-tv.md index c48af6d3d..df3d72043 100644 --- a/compendium/equipment/items/blister-ammunition-tv.md +++ b/compendium/equipment/items/blister-ammunition-tv.md @@ -18,6 +18,7 @@ aliases: ["Blister Ammunition"] Blister ammunition is loaded with alchemically processed irritants, such as pollen, pepper, and formic acid. A creature hit by activated blister ammunition must attempt a Fortitude save or begin to itch uncontrollably in addition to damage the attack normally deals. On a critical hit, increase the Fortitude DC by 2, and the target is [dazzled](rules/conditions.md#Dazzled) for 1 round. For the duration, each time the target attempts a concentrate action, it must attempt a DC 8 flat check, losing the action on a failure. An affected creature can use a single [Interact](rules/actions/interact.md) action to scratch and sneeze, allowing it to automatically pass the flat check. The effect ends early once an affected creature spends 3 [Interact](rules/actions/interact.md) actions scratching and sneezing. These [Interact](rules/actions/interact.md) actions don't need to be consecutive. --- + ### Variants #### lesser *Item 5* diff --git a/compendium/equipment/items/blood-booster-tv.md b/compendium/equipment/items/blood-booster-tv.md index c2f26461e..cdfb71624 100644 --- a/compendium/equipment/items/blood-booster-tv.md +++ b/compendium/equipment/items/blood-booster-tv.md @@ -21,6 +21,7 @@ This elixir bolsters your body's natural defenses and ability to resist maladies At the GM's discretion, blood booster elixirs can also automatically counteract non-magical effects that specifically rely on thinning the drinker's blood, such as a skull peeler's (Bestiary 3 243) anticoagulant. --- + ### Variants #### lesser *Item 3* diff --git a/compendium/equipment/items/bloodbane-aoa4.md b/compendium/equipment/items/bloodbane-aoa4.md index 8aa789771..9cf16e6b7 100644 --- a/compendium/equipment/items/bloodbane-aoa4.md +++ b/compendium/equipment/items/bloodbane-aoa4.md @@ -20,6 +20,7 @@ A _bloodbane_ clan dagger is especially vicious against the ancestral enemies of In addition, whenever you inflict [persistent bleed damage](rules/conditions.md#Persistent%20Damage) with a _bloodbane_ weapon (whether from its innate ability or in some other way), the weapon leaves ragged wounds. The bleeding creature must succeed at a DC 25 Fortitude save or become [sickened](rules/conditions.md#Sickened). The creature is then temporarily immune for 1 hour. --- + ### Variants #### bloodbane *Item 8* diff --git a/compendium/equipment/items/bloodhound-mask-apg.md b/compendium/equipment/items/bloodhound-mask-apg.md index 2c615cf03..03bd7cadb 100644 --- a/compendium/equipment/items/bloodhound-mask-apg.md +++ b/compendium/equipment/items/bloodhound-mask-apg.md @@ -19,6 +19,7 @@ This wide, single-use mask is designed to be slipped over your mouth and nose an When you use [Survival](compendium/skills.md#Survival) to [Track](rules/actions/track.md) a creature by its scent, your proficiency bonus is equal to your level even if you're untrained, and the mask grants you the listed item bonus to your [Survival](compendium/skills.md#Survival) check. The GM sets the [Survival](compendium/skills.md#Survival) DC based on the area's ability to hold scent rather than on visual clues, as normal for using scent. --- + ### Variants #### lesser *Item 2* diff --git a/compendium/equipment/items/bolt.md b/compendium/equipment/items/bolt.md index 790b9485b..c9bd39ddd 100644 --- a/compendium/equipment/items/bolt.md +++ b/compendium/equipment/items/bolt.md @@ -16,6 +16,7 @@ Shorter than traditional arrows but similar in construction, bolts are the ammun > Different weapons have different prices for ammunition. The prices listed are thus, only for reference in the weapon statblocks themselves. --- + ### Variants #### 5-pack *Item 0* diff --git a/compendium/equipment/items/bombers-eye-elixir.md b/compendium/equipment/items/bombers-eye-elixir.md index b28d2e854..65e683474 100644 --- a/compendium/equipment/items/bombers-eye-elixir.md +++ b/compendium/equipment/items/bombers-eye-elixir.md @@ -18,6 +18,7 @@ aliases: ["Bomber's Eye Elixir"] This tincture lets you pinpoint your foes. For the next 5 minutes, your alchemical bomb [Strikes](rules/actions/strike.md) reduce the circumstance bonus to AC your targets gain from cover. --- + ### Variants #### lesser *Item 4* diff --git a/compendium/equipment/items/bone-tv.md b/compendium/equipment/items/bone-tv.md index c732d9db1..b70cfbc16 100644 --- a/compendium/equipment/items/bone-tv.md +++ b/compendium/equipment/items/bone-tv.md @@ -19,6 +19,7 @@ A durable material when properly treated, bone can replace wood and metal when c --- + ### Variants #### bone specimen *Item 0* diff --git a/compendium/equipment/items/bonmuan-swapping-stone-frp1.md b/compendium/equipment/items/bonmuan-swapping-stone-frp1.md index 94122209b..be677e131 100644 --- a/compendium/equipment/items/bonmuan-swapping-stone-frp1.md +++ b/compendium/equipment/items/bonmuan-swapping-stone-frp1.md @@ -24,6 +24,7 @@ You can instead hurl the stone at a creature in an attempt to bring that creatur Make a ranged [Strike](rules/actions/strike.md) against a creature using your highest proficiency with a ranged weapon. The swapping stone has a range increment of 15 feet. On a hit, the stone shatters against the creature, casting dimension door on the creature and causing it to instantly teleport to a space adjacent to you. An unwilling creature can resist this teleportation with a successful DC 28 Will save. --- + ### Variants #### lesser swapping stone *Item 11* diff --git a/compendium/equipment/items/boots-of-bounding.md b/compendium/equipment/items/boots-of-bounding.md index b27d9ee2f..74eac54ab 100644 --- a/compendium/equipment/items/boots-of-bounding.md +++ b/compendium/equipment/items/boots-of-bounding.md @@ -17,6 +17,7 @@ aliases: ["Boots of Bounding"] The springy soles of these sturdy leather boots cushion your feet and make each step lighter. These boots give you a +5-foot item bonus to your Speed and a +2 item bonus to [Athletics](compendium/skills.md#Athletics) checks to [High Jump](rules/actions/high-jump.md) and [Long Jump](rules/actions/long-jump.md). In addition, when you use the [Leap](rules/actions/leap.md) action, you can move 5 feet further if jumping horizontally or 3 feet higher if jumping vertically. --- + ### Variants #### boots of bounding *Item 7* diff --git a/compendium/equipment/items/boots-of-elvenkind.md b/compendium/equipment/items/boots-of-elvenkind.md index 4e9fe6d7e..be0fbb819 100644 --- a/compendium/equipment/items/boots-of-elvenkind.md +++ b/compendium/equipment/items/boots-of-elvenkind.md @@ -25,6 +25,7 @@ title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Action ``` --- + ### Variants #### boots of elvenkind *Item 5* diff --git a/compendium/equipment/items/boreal-staff-tv.md b/compendium/equipment/items/boreal-staff-tv.md index 8870c017f..844fa467b 100644 --- a/compendium/equipment/items/boreal-staff-tv.md +++ b/compendium/equipment/items/boreal-staff-tv.md @@ -33,6 +33,7 @@ You expend a number of charges from the staff to cast a spell from its list. ``` --- + ### Variants #### boreal staff *Item 8* diff --git a/compendium/equipment/items/bottled-lightning.md b/compendium/equipment/items/bottled-lightning.md index ba09918da..5d3747762 100644 --- a/compendium/equipment/items/bottled-lightning.md +++ b/compendium/equipment/items/bottled-lightning.md @@ -20,6 +20,7 @@ aliases: ["Bottled Lightning"] Bottled lightning is packed with volatile reagents that create a blast of electricity when they are exposed to air. Bottled lightning deals the listed electricity damage and electricity splash damage. On a hit, the target becomes [flat-footed](rules/conditions.md#Flat-footed) until the start of your next turn. Many types grant an item bonus to attack rolls. --- + ### Variants #### lesser *Item 1* diff --git a/compendium/equipment/items/bottled-sunlight-botd.md b/compendium/equipment/items/bottled-sunlight-botd.md index f360345d8..c171f8de4 100644 --- a/compendium/equipment/items/bottled-sunlight-botd.md +++ b/compendium/equipment/items/bottled-sunlight-botd.md @@ -22,6 +22,7 @@ aliases: ["Bottled Sunlight"] This mirrored bottle contains various chemicals dissolved in two immiscible solvents. Shaking the bottle induces chemical reactions that cause it to glow. For 1 hour, the bottle sheds bright light in a 20-foot radius (and dim light to the next 40 feet). During this hour, it can be thrown like a bomb. This requires a single action to Activate with a [Strike](rules/actions/strike.md), like other bombs, and deals the damage below. If it's not thrown within an hour of the first activation, it defuses harmlessly and is consumed. --- + ### Variants #### lesser *Item 2* diff --git a/compendium/equipment/items/boulder-seed-tv.md b/compendium/equipment/items/boulder-seed-tv.md index 1eca44a4f..fb9e24ec7 100644 --- a/compendium/equipment/items/boulder-seed-tv.md +++ b/compendium/equipment/items/boulder-seed-tv.md @@ -19,6 +19,7 @@ aliases: ["Boulder Seed"] This bomb is made of volatile fluids that rapidly expand and harden when exposed to air. A boulder seed grants an item bonus to attack rolls and deals bludgeoning damage and bludgeoning splash damage, according to the bomb's type. When activated, the bomb fills a 5-foot cube with hardened foam, which has stats according to the bomb's type and which pushes a primary target of a certain size or smaller occupying that space 5 feet away from you. On a critical hit, the target also falls [prone](rules/conditions.md#Prone). The splash zone fills with rubble, creating difficult terrain. The "boulder" the bomb creates fails all saving throws and loses 1 Hardness per round, disintegrating into fine powder when the boulder's Hardness is reduced to 0. At that time, the difficult terrain the bomb created also disappears. --- + ### Variants #### boulder seed *Item 12* diff --git a/compendium/equipment/items/bracers-of-armor.md b/compendium/equipment/items/bracers-of-armor.md index b998b0b28..9a762dd2b 100644 --- a/compendium/equipment/items/bracers-of-armor.md +++ b/compendium/equipment/items/bracers-of-armor.md @@ -17,6 +17,7 @@ aliases: ["Bracers of Armor"] These stiff leather armguards grant you a +1 item bonus to AC and saving throws, and a maximum Dexterity modifier of +5. You can affix talismans to bracers of armor as though they were light armor. --- + ### Variants #### I *Item 8* diff --git a/compendium/equipment/items/bracers-of-missile-deflection.md b/compendium/equipment/items/bracers-of-missile-deflection.md index fdfd2bf13..eb716b6a5 100644 --- a/compendium/equipment/items/bracers-of-missile-deflection.md +++ b/compendium/equipment/items/bracers-of-missile-deflection.md @@ -27,6 +27,7 @@ title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Action ``` --- + ### Variants #### bracers of missile deflection *Item 3* diff --git a/compendium/equipment/items/bralani-breath-tv.md b/compendium/equipment/items/bralani-breath-tv.md index 652e6fb62..106e44ae3 100644 --- a/compendium/equipment/items/bralani-breath-tv.md +++ b/compendium/equipment/items/bralani-breath-tv.md @@ -20,6 +20,7 @@ Bralani breath is a species of mint with small, green flowers, said to grow on b Some unattended objects are pushed away from you. Large or smaller creatures must succeed at a Fortitude save equal to your spell save DC or be pushed the same distance away from you. --- + ### Variants #### bralani breath *Item 3* diff --git a/compendium/equipment/items/bravery-baldric-tv.md b/compendium/equipment/items/bravery-baldric-tv.md index a7242cf5e..de65861c3 100644 --- a/compendium/equipment/items/bravery-baldric-tv.md +++ b/compendium/equipment/items/bravery-baldric-tv.md @@ -25,6 +25,7 @@ title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actio ``` --- + ### Variants #### fleet *Item 5* diff --git a/compendium/equipment/items/bravos-brew.md b/compendium/equipment/items/bravos-brew.md index 847271261..09e2baeff 100644 --- a/compendium/equipment/items/bravos-brew.md +++ b/compendium/equipment/items/bravos-brew.md @@ -19,6 +19,7 @@ aliases: ["Bravo's Brew"] This flask of foaming beer grants courage. For the next hour after drinking this elixir, you gain an item bonus to Will saves, which is greater when attempting Will saves against [fear](rules/traits/fear.md "Fear Effect Trait"). --- + ### Variants #### lesser *Item 2* diff --git a/compendium/equipment/items/breastplate-of-command.md b/compendium/equipment/items/breastplate-of-command.md index f468a0d99..5a86d06fd 100644 --- a/compendium/equipment/items/breastplate-of-command.md +++ b/compendium/equipment/items/breastplate-of-command.md @@ -25,6 +25,7 @@ title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Action ``` --- + ### Variants #### breastplate of command *Item 10* diff --git a/compendium/equipment/items/breath-blaster-g-g.md b/compendium/equipment/items/breath-blaster-g-g.md index 9d2362547..89068867d 100644 --- a/compendium/equipment/items/breath-blaster-g-g.md +++ b/compendium/equipment/items/breath-blaster-g-g.md @@ -36,6 +36,7 @@ Creatures in the area must attempt a DC 24 basic Reflex save (or Fortitude save ``` --- + ### Variants #### breath blaster *Item 8* diff --git a/compendium/equipment/items/brewers-regret-lotgb.md b/compendium/equipment/items/brewers-regret-lotgb.md index efcbd98b0..d13e34088 100644 --- a/compendium/equipment/items/brewers-regret-lotgb.md +++ b/compendium/equipment/items/brewers-regret-lotgb.md @@ -22,6 +22,7 @@ In addition, your [doomed](rules/conditions.md#Doomed) value decreases by 1 (min You can reduce the [doomed](rules/conditions.md#Doomed) condition with brewer's regret only once per day, and after you do, you can't reduce the [doomed](rules/conditions.md#Doomed) condition from the [restoration](compendium/spells/restoration.md) spell that same day (or vice versa). --- + ### Variants #### brewer's regret *Item 9* diff --git a/compendium/equipment/items/brightbloom-posy-tv.md b/compendium/equipment/items/brightbloom-posy-tv.md index 98cbc2109..438edee96 100644 --- a/compendium/equipment/items/brightbloom-posy-tv.md +++ b/compendium/equipment/items/brightbloom-posy-tv.md @@ -38,6 +38,7 @@ title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) ``` --- + ### Variants #### greater brightbloom posy *Item 11* diff --git a/compendium/equipment/items/brilliant-som.md b/compendium/equipment/items/brilliant-som.md index f4dc3e974..f84287ee1 100644 --- a/compendium/equipment/items/brilliant-som.md +++ b/compendium/equipment/items/brilliant-som.md @@ -28,6 +28,7 @@ You plunge your weapon into darkness to return the light. Attempt a counteract c ``` --- + ### Variants #### brilliant *Item 12* diff --git a/compendium/equipment/items/brooch-of-inspiration-lotgb.md b/compendium/equipment/items/brooch-of-inspiration-lotgb.md index 42a91c017..1ceae1639 100644 --- a/compendium/equipment/items/brooch-of-inspiration-lotgb.md +++ b/compendium/equipment/items/brooch-of-inspiration-lotgb.md @@ -31,6 +31,7 @@ On this check, you roll twice and take the higher result. ``` --- + ### Variants #### brooch of inspiration *Item 8* diff --git a/compendium/equipment/items/bullhook-ec2.md b/compendium/equipment/items/bullhook-ec2.md index 091e53133..52f5e70c4 100644 --- a/compendium/equipment/items/bullhook-ec2.md +++ b/compendium/equipment/items/bullhook-ec2.md @@ -25,6 +25,7 @@ title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actio ``` --- + ### Variants #### standard *Item 3* diff --git a/compendium/equipment/items/buzzsaw-axe-som.md b/compendium/equipment/items/buzzsaw-axe-som.md index 28d863c6d..927f4c964 100644 --- a/compendium/equipment/items/buzzsaw-axe-som.md +++ b/compendium/equipment/items/buzzsaw-axe-som.md @@ -24,6 +24,7 @@ title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actio ``` --- + ### Variants #### buzzsaw axe *Item 11* diff --git a/compendium/equipment/items/camouflage-dye-tv.md b/compendium/equipment/items/camouflage-dye-tv.md index 5332fc956..fb1fcfab1 100644 --- a/compendium/equipment/items/camouflage-dye-tv.md +++ b/compendium/equipment/items/camouflage-dye-tv.md @@ -19,6 +19,7 @@ Camouflage dye uses a variety of alchemically treated paints and crushed crystal The target can [Hide](rules/actions/hide.md) or [Sneak](rules/actions/sneak.md) without cover or concealment for 10 minutes. If the target uses a [hostile](rules/conditions.md#Hostile) action or moves at more than half its Speed, after that action is completed, the effects of camouflage powder end and the creature ceases to be [hidden](rules/conditions.md#Hidden) or [undetected](rules/conditions.md#Undetected). --- + ### Variants #### lesser *Item 3* diff --git a/compendium/equipment/items/camouflage-suit-g-g.md b/compendium/equipment/items/camouflage-suit-g-g.md index 26bb81849..2a21dcad1 100644 --- a/compendium/equipment/items/camouflage-suit-g-g.md +++ b/compendium/equipment/items/camouflage-suit-g-g.md @@ -21,6 +21,7 @@ A suit prepared in this manner grants you a +1 item bonus to [Stealth](compendiu The suit remains usable in this manner until you rest for the night, though it doesn't grant the benefit whenever you aren't in the appropriate environment. The GM might rule that some environments are unusual enough that you can't create a camouflage suit appropriate for the environment. --- + ### Variants #### Base *Item 0* diff --git a/compendium/equipment/items/camp-shroud-lokl.md b/compendium/equipment/items/camp-shroud-lokl.md index 488e66e22..dce7f87b0 100644 --- a/compendium/equipment/items/camp-shroud-lokl.md +++ b/compendium/equipment/items/camp-shroud-lokl.md @@ -22,6 +22,7 @@ Knights make use of this magically treated powder to help hide their camps while A creature outside the area that uses the [Seek](rules/actions/seek.md) action or [Search](rules/actions/search.md) activity to examine the area or look for smoke and light coming from that direction can attempt a DC 18 [Perception](compendium/skills.md#Perception) check to disbelieve the illusion. --- + ### Variants #### minor *Item 4* diff --git a/compendium/equipment/items/cantrip-deck-som.md b/compendium/equipment/items/cantrip-deck-som.md index 8bfb6372c..58bec3eb5 100644 --- a/compendium/equipment/items/cantrip-deck-som.md +++ b/compendium/equipment/items/cantrip-deck-som.md @@ -25,6 +25,7 @@ You envision your desired cantrip, causing its card to rise to the top of the de ``` --- + ### Variants #### 5-pack *Item 1* diff --git a/compendium/equipment/items/cave-worm-repellent-ec5.md b/compendium/equipment/items/cave-worm-repellent-ec5.md index 85e1747ef..712458498 100644 --- a/compendium/equipment/items/cave-worm-repellent-ec5.md +++ b/compendium/equipment/items/cave-worm-repellent-ec5.md @@ -25,6 +25,7 @@ When sprinkled around an area, cave worm repellent negates any chance of a rando Other types of repellent that function similarly to this one might exist at the GM's discretion. Uncommon or rare creatures are typically much harder to repel, and repellent against them might necessitate harvesting ingredients from the creatures themselves (such as the creature's liver or a certain gland). --- + ### Variants #### purple worm repellent *Item 13* diff --git a/compendium/equipment/items/caydens-brew-tv.md b/compendium/equipment/items/caydens-brew-tv.md index f83272214..0e05efd64 100644 --- a/compendium/equipment/items/caydens-brew-tv.md +++ b/compendium/equipment/items/caydens-brew-tv.md @@ -26,6 +26,7 @@ Cayden's brew is like rich beer or ale, with a golden-brown color and foamy head > - **Critical Failure** The creature becomes [clumsy](rules/conditions.md#Clumsy), [stupefied](rules/conditions.md#Stupefied), and [sickened](rules/conditions.md#Sickened). The [clumsy](rules/conditions.md#Clumsy) and [stupefied](rules/conditions.md#Stupefied) conditions last until `1d4` rounds after the [sickened](rules/conditions.md#Sickened) condition ends. --- + ### Variants #### Cayden's brew *Item 8* diff --git a/compendium/equipment/items/celestial-peach-lol.md b/compendium/equipment/items/celestial-peach-lol.md index 0ca943077..2f463ff73 100644 --- a/compendium/equipment/items/celestial-peach-lol.md +++ b/compendium/equipment/items/celestial-peach-lol.md @@ -22,6 +22,7 @@ aliases: ["Celestial Peach"] Among Hao Jin's most precious treasures are three living plants, the last surviving celestial peach trees taken from the mountains of Chu Ye. One of the trees grows pearls in place of flowers, but the other two bear fruit that is far more valuable. Eating one of these small red peaches can heal even the most grievous of injuries. --- + ### Variants #### rejuvenation *Item 17* diff --git a/compendium/equipment/items/chameleon-suit-g-g.md b/compendium/equipment/items/chameleon-suit-g-g.md index d9796b036..0b47bfe56 100644 --- a/compendium/equipment/items/chameleon-suit-g-g.md +++ b/compendium/equipment/items/chameleon-suit-g-g.md @@ -21,6 +21,7 @@ This complex clockwork outerwear, worn over armor or other clothing, is composed When activated, the clockwork gears work double-time to temporarily switch and adjust the scales to match the exact coloration of the area around you, allowing you to blend in as long as you stay still. For the duration, you can [Hide](rules/actions/hide.md) without needing cover or concealment to do so. This doesn't allow you to [Sneak](rules/actions/sneak.md) without ending your movement in cover or concealment, however, as the clockwork flips over and adjusts the scales to match your background as you move, giving the impression of rippling waves of color and revealing your movement. Once the duration expires, the overworked clockwork and scales fall apart. --- + ### Variants #### chameleon suit *Item 4* diff --git a/compendium/equipment/items/cheetahs-elixir.md b/compendium/equipment/items/cheetahs-elixir.md index 85928e4e3..322f9ed16 100644 --- a/compendium/equipment/items/cheetahs-elixir.md +++ b/compendium/equipment/items/cheetahs-elixir.md @@ -18,6 +18,7 @@ aliases: ["Cheetah's Elixir"] Enzymatic compounds in this elixir strengthen and excite the muscles in your legs. You gain a status bonus to your Speed for the listed duration. --- + ### Variants #### lesser *Item 1* diff --git a/compendium/equipment/items/choker-arm-mutagen-tv.md b/compendium/equipment/items/choker-arm-mutagen-tv.md index b35c2a15c..79d6088b7 100644 --- a/compendium/equipment/items/choker-arm-mutagen-tv.md +++ b/compendium/equipment/items/choker-arm-mutagen-tv.md @@ -22,6 +22,7 @@ Your limbs become extremely limber, letting you stretch and twist to extreme deg Drawback You take a –1 penalty to [Athletics](compendium/skills.md#Athletics) checks, [Stealth](compendium/skills.md#Stealth) checks, [Thievery](compendium/skills.md#Thievery) checks, and attack rolls, and a –1 penalty per damage die to all weapon and unarmed attack damage. --- + ### Variants #### lesser *Item 1* diff --git a/compendium/equipment/items/choker-of-elocution.md b/compendium/equipment/items/choker-of-elocution.md index 90905e477..40f499583 100644 --- a/compendium/equipment/items/choker-of-elocution.md +++ b/compendium/equipment/items/choker-of-elocution.md @@ -19,6 +19,7 @@ This platinum choker bears characters from a language's alphabet, and it gives k Your excellent elocution reduces the DC of the flat check to perform an auditory action while [deafened](rules/conditions.md#Deafened) from 5 to 3. --- + ### Variants #### choker of elocution *Item 6* diff --git a/compendium/equipment/items/chromatic-jellyfish-oil-tv.md b/compendium/equipment/items/chromatic-jellyfish-oil-tv.md index bd3bd4538..b11881ca0 100644 --- a/compendium/equipment/items/chromatic-jellyfish-oil-tv.md +++ b/compendium/equipment/items/chromatic-jellyfish-oil-tv.md @@ -18,6 +18,7 @@ aliases: ["Chromatic Jellyfish Oil"] Made from several oils of differing hues extracted from jellyfish and rare plants, the layers of chromatic jellyfish oil stack to form a rainbow within their vial. For 10 minutes after consuming chromatic jellyfish oil, you gain resistance to precision damage and extra damage from critical hits according to the jellyfish oil's type. While the effect lasts, you ignore difficult terrain caused by moving through tight spaces that aren't tight enough to force you to [Squeeze](rules/actions/squeeze.md), and you can move 5 feet per round when you successfully [Squeeze](rules/actions/squeeze.md) (or 10 feet per round on a critical success). You can also [Crawl](rules/actions/crawl.md) at half your Speed. --- + ### Variants #### lesser *Item 9* diff --git a/compendium/equipment/items/clandestine-cloak.md b/compendium/equipment/items/clandestine-cloak.md index eb37024b5..cb2aa37a1 100644 --- a/compendium/equipment/items/clandestine-cloak.md +++ b/compendium/equipment/items/clandestine-cloak.md @@ -26,6 +26,7 @@ title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actio ``` --- + ### Variants #### clandestine cloak *Item 6* diff --git a/compendium/equipment/items/clarity-goggles-tv.md b/compendium/equipment/items/clarity-goggles-tv.md index 95328b63c..773169e90 100644 --- a/compendium/equipment/items/clarity-goggles-tv.md +++ b/compendium/equipment/items/clarity-goggles-tv.md @@ -25,6 +25,7 @@ title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actio ``` --- + ### Variants #### lesser clarity goggles *Item 8* diff --git a/compendium/equipment/items/climbing-kit.md b/compendium/equipment/items/climbing-kit.md index faa22059d..f7e039314 100644 --- a/compendium/equipment/items/climbing-kit.md +++ b/compendium/equipment/items/climbing-kit.md @@ -15,6 +15,7 @@ aliases: ["Climbing Kit"] This satchel includes 50 feet of rope, pulleys, a dozen pitons, a hammer, a grappling hook, and one set of crampons. Climbing kits allow you to attach yourself to the wall you're [Climbing](rules/actions/climb.md), moving half as quickly as usual (minimum 5 feet) but letting you attempt a DC 5 flat check whenever you critically fail to prevent a fall. A single kit has only enough materials for one climber; each climber needs their own kit. If you wear your climbing kit, you can access it as part of a [Climb](rules/actions/climb.md) action. --- + ### Variants #### Base *Item 0* diff --git a/compendium/equipment/items/cloak-of-elvenkind.md b/compendium/equipment/items/cloak-of-elvenkind.md index 68025727c..9a5df1a40 100644 --- a/compendium/equipment/items/cloak-of-elvenkind.md +++ b/compendium/equipment/items/cloak-of-elvenkind.md @@ -25,6 +25,7 @@ title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actio ``` --- + ### Variants #### cloak of elvenkind *Item 7* diff --git a/compendium/equipment/items/cloak-of-gnawing-leaves-gw1.md b/compendium/equipment/items/cloak-of-gnawing-leaves-gw1.md index 605ecb2b3..5a1549ef7 100644 --- a/compendium/equipment/items/cloak-of-gnawing-leaves-gw1.md +++ b/compendium/equipment/items/cloak-of-gnawing-leaves-gw1.md @@ -32,6 +32,7 @@ title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Action ``` --- + ### Variants #### cloak of gnawing leaves *Item 3* diff --git a/compendium/equipment/items/cloak-of-repute-locg.md b/compendium/equipment/items/cloak-of-repute-locg.md index 30b8f8bc4..0cf4ed77d 100644 --- a/compendium/equipment/items/cloak-of-repute-locg.md +++ b/compendium/equipment/items/cloak-of-repute-locg.md @@ -26,6 +26,7 @@ title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actio ``` --- + ### Variants #### cloak of repute *Item 4* diff --git a/compendium/equipment/items/cloak-of-the-bat.md b/compendium/equipment/items/cloak-of-the-bat.md index f6c38ab66..b65480f61 100644 --- a/compendium/equipment/items/cloak-of-the-bat.md +++ b/compendium/equipment/items/cloak-of-the-bat.md @@ -25,6 +25,7 @@ title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actio ``` --- + ### Variants #### cloak of the bat *Item 10* diff --git a/compendium/equipment/items/clockwork-goggles-g-g.md b/compendium/equipment/items/clockwork-goggles-g-g.md index 1836947fd..95b3b45ae 100644 --- a/compendium/equipment/items/clockwork-goggles-g-g.md +++ b/compendium/equipment/items/clockwork-goggles-g-g.md @@ -21,6 +21,7 @@ This heavy set of mechanical goggles contains a variety of different lenses for However, many of these lenses can only capture a single stimulus once and then are forever etched with it, making them unsuitable for long-term use. When activated, the clockwork mechanism on the goggles rapidly switches between the different lenses, granting you the benefits of all of them for a brief period of time. --- + ### Variants #### clockwork goggles *Item 1* diff --git a/compendium/equipment/items/clockwork-shield-tv.md b/compendium/equipment/items/clockwork-shield-tv.md index 2903f409f..be5c06854 100644 --- a/compendium/equipment/items/clockwork-shield-tv.md +++ b/compendium/equipment/items/clockwork-shield-tv.md @@ -24,6 +24,7 @@ title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Action ``` --- + ### Variants #### clockwork shield *Item 11* diff --git a/compendium/equipment/items/cloister-robe-tv.md b/compendium/equipment/items/cloister-robe-tv.md index c21c2b629..9d153bb1a 100644 --- a/compendium/equipment/items/cloister-robe-tv.md +++ b/compendium/equipment/items/cloister-robe-tv.md @@ -20,6 +20,7 @@ The most devoted, cloistered clerics wear a cloister robe. Decorations symbolic The robe is +1 resilient explorer's clothing and grants a +1 item bonus to [Religion](compendium/skills.md#Religion) checks. The robe doesn't grant any benefits to a wearer who doesn't worship the deity tied to the robe. In addition, when you cast a domain spell from one of the deity's domains, you gain resistance to damage from divine spells until the end of your next turn. This resistance is equal to half the robe's level. --- + ### Variants #### lesser cloister robe *Item 9* diff --git a/compendium/equipment/items/clothing.md b/compendium/equipment/items/clothing.md index 1e2c439f7..44926d868 100644 --- a/compendium/equipment/items/clothing.md +++ b/compendium/equipment/items/clothing.md @@ -12,6 +12,7 @@ aliases: ["Clothing"] --- + ### Variants #### ordinary *Item 0* diff --git a/compendium/equipment/items/codebreakers-parchment-som.md b/compendium/equipment/items/codebreakers-parchment-som.md index bdb1f5e03..3157f4268 100644 --- a/compendium/equipment/items/codebreakers-parchment-som.md +++ b/compendium/equipment/items/codebreakers-parchment-som.md @@ -30,6 +30,7 @@ You light the parchment on fire, burning the words off while leaving the parchme ``` --- + ### Variants #### codebreaker's parchment *Item 3* diff --git a/compendium/equipment/items/codex-of-unimpeded-sight-som.md b/compendium/equipment/items/codex-of-unimpeded-sight-som.md index 4721a5030..2e92cf489 100644 --- a/compendium/equipment/items/codex-of-unimpeded-sight-som.md +++ b/compendium/equipment/items/codex-of-unimpeded-sight-som.md @@ -26,6 +26,7 @@ title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Action ``` --- + ### Variants #### Codex of Unimpeded Sight *Item 6* diff --git a/compendium/equipment/items/cognitive-mutagen.md b/compendium/equipment/items/cognitive-mutagen.md index 20cf5027a..65dc30152 100644 --- a/compendium/equipment/items/cognitive-mutagen.md +++ b/compendium/equipment/items/cognitive-mutagen.md @@ -24,6 +24,7 @@ Your mind becomes clear and cognition flows freely, but physical matters seem ep **Drawback** You take a –2 penalty to weapon and unarmed attack rolls, [Athletics](compendium/skills.md#Athletics) checks, and [Acrobatics](compendium/skills.md#Acrobatics) checks. You can carry 2 less Bulk than normal before becoming [encumbered](rules/conditions.md#Encumbered), and the maximum Bulk you can carry is reduced by 4. --- + ### Variants #### lesser *Item 1* diff --git a/compendium/equipment/items/cold-comfort-lotgb.md b/compendium/equipment/items/cold-comfort-lotgb.md index 5a5f572b7..14e415a67 100644 --- a/compendium/equipment/items/cold-comfort-lotgb.md +++ b/compendium/equipment/items/cold-comfort-lotgb.md @@ -19,6 +19,7 @@ aliases: ["Cold Comfort"] The contraption called cold comfort is a watertight pouch filled with a handful of small, heavy, silvery pellets. When emptied into an adjacent body of water, the pellets freeze the water's surface almost instantly, creating an ice block in a 10-foot square to a depth of 1 foot. Any creatures inside this space must attempt a DC 23 Reflex save. On a failure, the creature takes `2d6` cold damage and is [immobilized](rules/conditions.md#Immobilized) for 1 minute or until it [Escapes](rules/actions/escape.md) (DC 20) or the ice is [broken](rules/conditions.md#Broken). The entire ice block has AC 10, Hardness 10, and 40 Hit Points, and it's immune to critical hits, cold damage, and precision damage. The ice is strong enough to support one [Large](rules/traits/large-b1.md "Large Size Trait") creature or up to four [Medium](rules/traits/medium-b1.md "Medium Size Trait") or [Small](rules/traits/small-b1.md "Small Size Trait") creatures. Traversing the slippery ice requires a successful DC 20 [Acrobatics](compendium/skills.md#Acrobatics) check to [Balance](rules/actions/balance.md). --- + ### Variants #### lesser *Item 7* diff --git a/compendium/equipment/items/cold-iron-armor.md b/compendium/equipment/items/cold-iron-armor.md index 496b97ecc..ec9cba30f 100644 --- a/compendium/equipment/items/cold-iron-armor.md +++ b/compendium/equipment/items/cold-iron-armor.md @@ -13,6 +13,7 @@ aliases: ["Cold Iron Armor"] Cold iron armor sickens certain creatures that touch it. A creature with weakness to cold iron (such as most demons and fey) that critically fails an unarmed attack against a creature in cold iron armor becomes [sickened](rules/conditions.md#Sickened). A creature with weakness to cold iron is [sickened](rules/conditions.md#Sickened) as long as it wears cold iron armor. --- + ### Variants #### low-grade cold iron armor *Item 5* diff --git a/compendium/equipment/items/cold-iron-shield.md b/compendium/equipment/items/cold-iron-shield.md index 02f1da7ae..a1e67a442 100644 --- a/compendium/equipment/items/cold-iron-shield.md +++ b/compendium/equipment/items/cold-iron-shield.md @@ -13,6 +13,7 @@ aliases: ["Cold Iron Shield"] Cold iron shields don't typically have an additional effect, though when used for a shield bash, they are cold iron weapons. --- + ### Variants #### low-grade cold iron buckler *Item 2* diff --git a/compendium/equipment/items/cold-iron-weapon.md b/compendium/equipment/items/cold-iron-weapon.md index 087769be8..139d65610 100644 --- a/compendium/equipment/items/cold-iron-weapon.md +++ b/compendium/equipment/items/cold-iron-weapon.md @@ -13,6 +13,7 @@ aliases: ["Cold Iron Weapon"] Cold iron weapons deal additional damage to creatures with weakness to cold iron, like demons and fey. --- + ### Variants #### low-grade cold iron weapon *Item 2* diff --git a/compendium/equipment/items/cold-iron.md b/compendium/equipment/items/cold-iron.md index 231e6ae75..5bfeeea82 100644 --- a/compendium/equipment/items/cold-iron.md +++ b/compendium/equipment/items/cold-iron.md @@ -15,23 +15,54 @@ Weapons made from cold iron are deadly to demons and fey alike. Cold iron looks like normal iron but is mined from particularly pure sources and shaped with little or no heat. This process is extremely difficult, especially for high-grade cold iron items. -| Cold Iron Items | Hardness | HP | BT | -|-----------------|----------|----|----| -| **Thin Items** | | | | -| multiRow | | -| multiRow | | -| multiRow | | -| **Items** | | | | -| multiRow | | -| multiRow | | -| multiRow | | -| **Structures** | | | | -| multiRow | | -| multiRow | | -| multiRow | | + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Cold Iron ItemsHardnessHPBT
**Thin Items**
Low-grade
Standard-grade
High-grade
5
7
10
20
28
40
10
14
20
**Items**
Low-grade
Standard-grade
High-grade
9
11
14
36
44
56
18
22
28
**Structures**
Low-grade
Standard-grade
High-grade
18
22
28
72
88
112
36
44
56
--- + ### Variants #### cold iron chunk *Item 0* diff --git a/compendium/equipment/items/colorful-coating-tv.md b/compendium/equipment/items/colorful-coating-tv.md index 526400d7d..5b2c10b0d 100644 --- a/compendium/equipment/items/colorful-coating-tv.md +++ b/compendium/equipment/items/colorful-coating-tv.md @@ -19,6 +19,7 @@ These coatings come in different colors, each with a different special effect. A It's possible to use the coating on any surface that can be painted (subject to the GM's discretion). Colorful coating dries instantly, and its effect in the square you coated lasts for 1 minute. After that time, the coating turns to fine, inert powder, returning the square to its original condition unless otherwise noted. --- + ### Variants #### blue colorful coating *Item 3* diff --git a/compendium/equipment/items/compass.md b/compendium/equipment/items/compass.md index 940f02143..cf95151a9 100644 --- a/compendium/equipment/items/compass.md +++ b/compendium/equipment/items/compass.md @@ -15,6 +15,7 @@ aliases: ["Compass"] A compass helps you [Sense Direction](rules/actions/sense-direction.md) or navigate, provided you're in a location with uniform magnetic fields. Without a compass, you take a –2 item penalty to these checks (similar to using a shoddy item). --- + ### Variants #### Base *Item 0* diff --git a/compendium/equipment/items/composer-staff-tv.md b/compendium/equipment/items/composer-staff-tv.md index fcf2edbb4..ea02d1e6a 100644 --- a/compendium/equipment/items/composer-staff-tv.md +++ b/compendium/equipment/items/composer-staff-tv.md @@ -25,6 +25,7 @@ You expend a number of charges from the staff to cast a spell from its list. ``` --- + ### Variants #### composer staff *Item 4* diff --git a/compendium/equipment/items/comprehension-elixir.md b/compendium/equipment/items/comprehension-elixir.md index a0b0a1fbd..58fe239ed 100644 --- a/compendium/equipment/items/comprehension-elixir.md +++ b/compendium/equipment/items/comprehension-elixir.md @@ -19,6 +19,7 @@ aliases: ["Comprehension Elixir"] This bitter draught opens your mind to the potential of the written word. For the listed duration after drinking this elixir, you can understand any words you read, so long as they are written in a common language. This elixir doesn't automatically allow you to understand codes or extremely esoteric passages—you still need to attempt a skill check to [Decipher Writing](rules/actions/decipher-writing.md). --- + ### Variants #### lesser *Item 2* diff --git a/compendium/equipment/items/conduit-shot-tv.md b/compendium/equipment/items/conduit-shot-tv.md index 91ccbf511..9a31479ac 100644 --- a/compendium/equipment/items/conduit-shot-tv.md +++ b/compendium/equipment/items/conduit-shot-tv.md @@ -18,6 +18,7 @@ aliases: ["Conduit Shot"] Fine lines of djezet sparkle in conduit shot. When you Activate it, you name up to four creatures, in addition to you, that the ammunition's magic works for. When a conduit shot hits a target, which can be a square, it remains intact. It moves with a creature it struck, unless the GM determines otherwise, until that creature regains any Hit Points. If it doesn't stick to the target, the active ammunition instead falls into the target's space, remaining active. If you or one of the four selected creatures include the ammunition in the area of a spell that is 3rd level or lower; has an area of a burst, cone, or line; and does not have a duration, the djezet in the ammunition flares in striations of red light, increasing the area of that spell. Add 5 feet to the radius of a burst that has a radius of at least 10 feet or to the length of a cone or line normally 15 feet long or smaller. For a larger cone or line, add 10 feet to the length. These increases are based on the spell's original area, ignoring any increases due to other effects, such as the Widen Spell feat. Increasing a spell's area destroys the ammunition, which otherwise remains active for 1 minute. --- + ### Variants #### lesser *Item 6* diff --git a/compendium/equipment/items/conrasu-coin-da.md b/compendium/equipment/items/conrasu-coin-da.md index 682eda6ca..06f4f5081 100644 --- a/compendium/equipment/items/conrasu-coin-da.md +++ b/compendium/equipment/items/conrasu-coin-da.md @@ -19,6 +19,7 @@ aliases: ["Conrasu Coin"] These wooden discs sometimes form spontaneously at the Wood Pile, a secret conrasu location suffused with extraplanar energy. A conrasu coin can be activated to call upon the power of a specific type of aeon. --- + ### Variants #### Arbiter *Item 3* diff --git a/compendium/equipment/items/contagion-metabolizer-tv.md b/compendium/equipment/items/contagion-metabolizer-tv.md index ca7ab99bf..daa4d1576 100644 --- a/compendium/equipment/items/contagion-metabolizer-tv.md +++ b/compendium/equipment/items/contagion-metabolizer-tv.md @@ -21,6 +21,7 @@ Contagion metabolizers seek out toxins in the bloodstream and attempt to purify If you're a chirurgeon alchemist and have powerful alchemy, you can substitute your statistics when you create a contagion metabolizer using [Quick Alchemy](rules/actions/quick-alchemy.md), if your stats are higher. This replaces the counteract level with half your level rounded up and the counteract modifier with your class DC – 10. --- + ### Variants #### lesser *Item 5* diff --git a/compendium/equipment/items/conundrum-spectacles-pfum.md b/compendium/equipment/items/conundrum-spectacles-pfum.md index 2ec02f049..0981208cc 100644 --- a/compendium/equipment/items/conundrum-spectacles-pfum.md +++ b/compendium/equipment/items/conundrum-spectacles-pfum.md @@ -27,6 +27,7 @@ title: **Activate** [Interact](rules/actions/interact.md) ``` --- + ### Variants #### Conundrum Spectacles *Item 5* diff --git a/compendium/equipment/items/cooperative-waffles-tv.md b/compendium/equipment/items/cooperative-waffles-tv.md index 918c13f99..6e3db71c9 100644 --- a/compendium/equipment/items/cooperative-waffles-tv.md +++ b/compendium/equipment/items/cooperative-waffles-tv.md @@ -18,6 +18,7 @@ aliases: ["Cooperative Waffles"] Flash-cooked on a waffle iron and drizzled with alchemical syrups and compound butter, cooperative waffles bolster the supportive spirit of those who share the batch. You can split the waffles with one other creature. After you both eat half of the waffles to Activate them, when one of you uses [Follow the Expert](rules/actions/follow-the-expert.md) to follow the other, the circumstance bonus granted is 1 higher. The waffles' bonus lasts 24 hours or until you next make your daily preparations, whichever comes first. You can only be linked to one creature in this way at a time; if either of you eats cooperative waffles again, the effect of your previous waffles ends. --- + ### Variants #### cooperative waffles *Item 2* diff --git a/compendium/equipment/items/cordelias-construct-key-lopsg.md b/compendium/equipment/items/cordelias-construct-key-lopsg.md index 474c92a01..a220b4562 100644 --- a/compendium/equipment/items/cordelias-construct-key-lopsg.md +++ b/compendium/equipment/items/cordelias-construct-key-lopsg.md @@ -39,6 +39,7 @@ title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Acti ``` --- + ### Variants #### Cordelia's construct key *Item 8* diff --git a/compendium/equipment/items/corrosive.md b/compendium/equipment/items/corrosive.md index 37726e909..dba41992b 100644 --- a/compendium/equipment/items/corrosive.md +++ b/compendium/equipment/items/corrosive.md @@ -19,6 +19,7 @@ Acid sizzles across the surface of the weapon. When you hit with the weapon, add In addition, on a critical hit, the target's armor (if any) takes `3d6` acid damage (before applying Hardness); if the target has a shield raised, the shield takes this damage instead. --- + ### Variants #### corrosive *Item 8* diff --git a/compendium/equipment/items/coyote-cloak.md b/compendium/equipment/items/coyote-cloak.md index aa74c64cb..7215fc31b 100644 --- a/compendium/equipment/items/coyote-cloak.md +++ b/compendium/equipment/items/coyote-cloak.md @@ -19,6 +19,7 @@ This dusty coat is made of mangy brown-and-gray coyote fur. You gain a +1 item bonus to [Survival](compendium/skills.md#Survival) checks. If you critically succeed at your [Survival](compendium/skills.md#Survival) check to [Subsist](rules/actions/subsist.md), you can feed twice as many additional creatures. --- + ### Variants #### coyote cloak *Item 3* diff --git a/compendium/equipment/items/crackling-bubble-gum-tv.md b/compendium/equipment/items/crackling-bubble-gum-tv.md index 52ddc0434..419849fe4 100644 --- a/compendium/equipment/items/crackling-bubble-gum-tv.md +++ b/compendium/equipment/items/crackling-bubble-gum-tv.md @@ -27,6 +27,7 @@ You blow a bubble with the gum until it pops, after which it becomes inert. The ``` --- + ### Variants #### lesser *Item 5* diff --git a/compendium/equipment/items/crafters-eyepiece.md b/compendium/equipment/items/crafters-eyepiece.md index 7a2bc197b..2dcb82cff 100644 --- a/compendium/equipment/items/crafters-eyepiece.md +++ b/compendium/equipment/items/crafters-eyepiece.md @@ -17,6 +17,7 @@ aliases: ["Crafter's Eyepiece"] This rugged metal eyepiece etched with square patterns is designed to be worn over a single eye. Twisting the lens reveals a faint three-dimensional outline of an item you plan to build or repair, with helpful labels on the component parts. While worn, this eyepiece gives you a +1 item bonus to [Crafting](compendium/skills.md#Crafting) checks. When you [Repair](rules/actions/repair.md) an item, increase the Hit Points restored by 15 per proficiency rank instead of 10. --- + ### Variants #### crafter's eyepiece *Item 3* diff --git a/compendium/equipment/items/crowbar.md b/compendium/equipment/items/crowbar.md index 75ea156f7..f39e58002 100644 --- a/compendium/equipment/items/crowbar.md +++ b/compendium/equipment/items/crowbar.md @@ -15,6 +15,7 @@ aliases: ["Crowbar"] When [Forcing Open](rules/actions/force-open.md) an object that doesn't have an easy grip, a crowbar makes it easier to gain the necessary leverage. Without a crowbar, prying something open takes a –2 item penalty to the [Athletics](compendium/skills.md#Athletics) check to [Force Open](rules/actions/force-open.md). --- + ### Variants #### Base *Item 0* diff --git a/compendium/equipment/items/crown-of-the-fire-eater-lotgb.md b/compendium/equipment/items/crown-of-the-fire-eater-lotgb.md index 0024c294d..b3b2131f0 100644 --- a/compendium/equipment/items/crown-of-the-fire-eater-lotgb.md +++ b/compendium/equipment/items/crown-of-the-fire-eater-lotgb.md @@ -27,6 +27,7 @@ title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Action ``` --- + ### Variants #### crown of the fire eater *Item 8* diff --git a/compendium/equipment/items/crushing-lotgb.md b/compendium/equipment/items/crushing-lotgb.md index 694bb8061..2ee6878dc 100644 --- a/compendium/equipment/items/crushing-lotgb.md +++ b/compendium/equipment/items/crushing-lotgb.md @@ -17,6 +17,7 @@ aliases: ["Crushing"] Weapons with this rune empower your strength, and attacks with these weapons leave your foe staggered. When you critically hit a target with this weapon, your target becomes [clumsy](rules/conditions.md#Clumsy) and [enfeebled](rules/conditions.md#Enfeebled) until the end of your next turn. --- + ### Variants #### crushing *Item 3* diff --git a/compendium/equipment/items/cryomister-g-g.md b/compendium/equipment/items/cryomister-g-g.md index 7a04e94ab..4a9930350 100644 --- a/compendium/equipment/items/cryomister-g-g.md +++ b/compendium/equipment/items/cryomister-g-g.md @@ -19,6 +19,7 @@ aliases: ["Cryomister"] When you [Activate](rules/actions/activate-an-item.md) a cryomister, you can either place it in an adjacent square or toss it up to 20 feet away. Once you've done so, the metallic device instantly disperses a heavy mist, settling quickly on nearby flat surfaces and forming a sheet of ice. The cryomister creates a burst with a radius depending on the type, making the affected area difficult terrain for 1 minute; , at the GM's discretion, however, this duration might be reduced in unusually hot conditions or increased in unusually cold ones. If an affected square takes fire damage, the difficult terrain is removed. Though not designed as a weapon, the cryomister's rapidly cooling mist deals cold splash damage depending on the type to creatures in the area on activation. Creatures attempting to move through the affected area can attempt an [Acrobatics](compendium/skills.md#Acrobatics) check with a DC depending on the type to ignore the difficult terrain and move at their normal Speed. Throwing the cryomister onto the surface of a liquid creates a floating piece of ice for the same duration, capable of supporting one or more creatures of the listed size. --- + ### Variants #### lesser *Item 1* diff --git a/compendium/equipment/items/crystal-ball.md b/compendium/equipment/items/crystal-ball.md index 89f4de9fb..39c52aed9 100644 --- a/compendium/equipment/items/crystal-ball.md +++ b/compendium/equipment/items/crystal-ball.md @@ -35,6 +35,7 @@ title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Acti ``` --- + ### Variants #### clear quartz *Item 14* diff --git a/compendium/equipment/items/crystal-shards-apg.md b/compendium/equipment/items/crystal-shards-apg.md index 1d05b10de..58b102d52 100644 --- a/compendium/equipment/items/crystal-shards-apg.md +++ b/compendium/equipment/items/crystal-shards-apg.md @@ -22,6 +22,7 @@ This flask holds a pressurized red-brown gas flecked with bits of sublimated cry Surfaces in the splash area grow brittle, gleaming red crystals that crumble to dust after 1 minute. The crystals on level surfaces are caltrops (Core Rulebook 287). The crystals on vertical surfaces can be used briefly as handholds, granting the listed item bonus to the next [Athletics](compendium/skills.md#Athletics) check to [Climb](rules/actions/climb.md) each space. The crystals in each space crumble after the creature leaves, whether Climbing or moving through the caltrops. --- + ### Variants #### moderate *Item 4* diff --git a/compendium/equipment/items/dancing-scarf.md b/compendium/equipment/items/dancing-scarf.md index f95228096..75674c74f 100644 --- a/compendium/equipment/items/dancing-scarf.md +++ b/compendium/equipment/items/dancing-scarf.md @@ -26,6 +26,7 @@ title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Action ``` --- + ### Variants #### dancing scarf *Item 3* diff --git a/compendium/equipment/items/daredevil-boots.md b/compendium/equipment/items/daredevil-boots.md index a8d75d14f..0f2249a13 100644 --- a/compendium/equipment/items/daredevil-boots.md +++ b/compendium/equipment/items/daredevil-boots.md @@ -19,6 +19,7 @@ These brightly colored, soft-soled boots motivate you to perform risky stunts an The boots can grip solid surfaces and help you avoid a fall, allowing you to use the [Grab an Edge](rules/actions/grab-an-edge.md) reaction even if your hands aren't free. You treat falls as 10 feet shorter or, if you have the Cat Fall feat, treat your proficiency rank in [Acrobatics](compendium/skills.md#Acrobatics) as one degree better to determine the benefits of that feat. If you have Cat Fall and are already legendary in [Acrobatics](compendium/skills.md#Acrobatics), you can choose the speed of your fall, from 60 feet per round up to normal falling speed. --- + ### Variants #### daredevil boots *Item 10* diff --git a/compendium/equipment/items/darkvision-elixir.md b/compendium/equipment/items/darkvision-elixir.md index 273421fcb..d9d39c6ff 100644 --- a/compendium/equipment/items/darkvision-elixir.md +++ b/compendium/equipment/items/darkvision-elixir.md @@ -18,6 +18,7 @@ aliases: ["Darkvision Elixir"] After you drink this elixir, your sight becomes sharper in darkness. You gain [darkvision](rules/abilities/darkvision.md) for the listed duration. --- + ### Variants #### lesser *Item 2* diff --git a/compendium/equipment/items/darkvision-scope-g-g.md b/compendium/equipment/items/darkvision-scope-g-g.md index bdc935f6c..7aadc3487 100644 --- a/compendium/equipment/items/darkvision-scope-g-g.md +++ b/compendium/equipment/items/darkvision-scope-g-g.md @@ -24,6 +24,7 @@ You gain [darkvision](rules/abilities/darkvision.md) until the beginning of your ``` --- + ### Variants #### darkvision scope *Item 5* diff --git a/compendium/equipment/items/darkwood-armor.md b/compendium/equipment/items/darkwood-armor.md index 722c8539a..b6cc504e0 100644 --- a/compendium/equipment/items/darkwood-armor.md +++ b/compendium/equipment/items/darkwood-armor.md @@ -15,6 +15,7 @@ aliases: ["Darkwood Armor"] Darkwood armor is 1 Bulk lighter than normal (or light Bulk if its normal Bulk is 1, with no effect on armor that normally has light Bulk). It's easier to wear than normal wood armor, reducing the Strength score necessary to ignore its check penalty by 2 and reducing its Speed penalty by 5 feet. (There are no types of wood armor in this book.) --- + ### Variants #### standard-grade darkwood armor *Item 12* diff --git a/compendium/equipment/items/darkwood-shield.md b/compendium/equipment/items/darkwood-shield.md index 56ede0c06..614386f1b 100644 --- a/compendium/equipment/items/darkwood-shield.md +++ b/compendium/equipment/items/darkwood-shield.md @@ -15,6 +15,7 @@ aliases: ["Darkwood Shield"] Darkwood shields are 1 Bulk lighter than normal (or light Bulk if their normal Bulk is 1, with no effect on a shield that normally has light Bulk). --- + ### Variants #### standard-grade darkwood buckler *Item 8* diff --git a/compendium/equipment/items/darkwood-weapon.md b/compendium/equipment/items/darkwood-weapon.md index cf15c6dd1..6fa9cbf6f 100644 --- a/compendium/equipment/items/darkwood-weapon.md +++ b/compendium/equipment/items/darkwood-weapon.md @@ -15,6 +15,7 @@ aliases: ["Darkwood Weapon"] Darkwood weapons are as dark as ebony, with a slight purple tint. A darkwood weapon's Bulk is reduced by 1 (or to light Bulk if its normal Bulk is 1, with no effect on a weapon that normally has light Bulk). --- + ### Variants #### standard grade darkwood weapon *Item 11* diff --git a/compendium/equipment/items/darkwood.md b/compendium/equipment/items/darkwood.md index 0ce132870..3063fa144 100644 --- a/compendium/equipment/items/darkwood.md +++ b/compendium/equipment/items/darkwood.md @@ -14,20 +14,54 @@ aliases: ["Darkwood"] Darkwood is a very lightweight wood found primarily in oldgrowth forests in south-central Avistan; it is dark as ebony but has a slight purple tint. A darkwood item's Bulk is reduced by 1 (or to light Bulk if its normal Bulk is 1, with no effect on an item that normally has light Bulk). The Price of an item made of darkwood is based on the item's normal Bulk, not its reduced Bulk for being made of darkwood, but reduce the Bulk before making any further Bulk adjustments for the size of the item. -| Darkwood Items | Hardness | HP | BT | -|----------------|----------|----|----| -| **Thin Items** | | | | -| multiRow | | -| multiRow | | -| **Items** | | | | -| multiRow | | -| multiRow | | -| **Structures** | | | | -| multiRow | | -| multiRow | | + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Darkwood ItemsHardnessHPBT
**Thin Items**
Standard-grade
High-grade
5
8
20
32
10
16
**Items**
Standard-grade
High-grade
7
10
28
40
14
20
**Structures**
Standard-grade
High-grade
14
20
56
80
28
40
--- + ### Variants #### darkwood branch *Item 0* diff --git a/compendium/equipment/items/dawnlight-botd.md b/compendium/equipment/items/dawnlight-botd.md index c6868a50f..fa9be4b79 100644 --- a/compendium/equipment/items/dawnlight-botd.md +++ b/compendium/equipment/items/dawnlight-botd.md @@ -26,6 +26,7 @@ title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) ``` --- + ### Variants #### dawnlight *Item 3* diff --git a/compendium/equipment/items/dazzling-rosary-som.md b/compendium/equipment/items/dazzling-rosary-som.md index 22fdfede7..e943d669b 100644 --- a/compendium/equipment/items/dazzling-rosary-som.md +++ b/compendium/equipment/items/dazzling-rosary-som.md @@ -17,6 +17,7 @@ aliases: ["Dazzling Rosary"] When energy courses through these lustrous beads, they glow brightly in the sacred colors of the spellcaster's faith. A spiritual weapon empowered with this catalyst flashes with bright light when it critically [Strikes](rules/actions/strike.md) a target, causing the target to be [dazzled](rules/conditions.md#Dazzled) until the beginning of your next turn. The type of rosary determines the maximum spell level of spiritual weapon that can use the rosary as a catalyst. --- + ### Variants #### dazzling rosary *Item 4* diff --git a/compendium/equipment/items/deadweight-mutagen-tv.md b/compendium/equipment/items/deadweight-mutagen-tv.md index 029d3ea8f..9ff7559c6 100644 --- a/compendium/equipment/items/deadweight-mutagen-tv.md +++ b/compendium/equipment/items/deadweight-mutagen-tv.md @@ -22,6 +22,7 @@ Your joints loosen and bones thicken, making your body incredibly weighty and di Benefit You gain an item bonus to [Athletics](compendium/skills.md#Athletics) checks to [Shove](rules/actions/shove.md) and [Trip](rules/actions/trip.md), to your Fortitude and Reflex DCs against attempts to [Shove](rules/actions/shove.md) or [Trip](rules/actions/trip.md) you, and to saving throws against effects that attempt to force you to move or knock you [prone](rules/conditions.md#Prone). Drawback You gain the [encumbered](rules/conditions.md#Encumbered) condition and can't remove it while under the effects of the mutagen. --- + ### Variants #### lesser *Item 1* diff --git a/compendium/equipment/items/defiled-costa-loil.md b/compendium/equipment/items/defiled-costa-loil.md index 1a102131b..0cc8b823f 100644 --- a/compendium/equipment/items/defiled-costa-loil.md +++ b/compendium/equipment/items/defiled-costa-loil.md @@ -20,6 +20,7 @@ aliases: ["Defiled Costa"] This still-bloody rib was taken from a priest of [Urgathoa](compendium/setting/deities/urgathoa.md) at the moment they passed into undeath and has a constant stench of decay. The first time any creature critically fails its saving throw against a [mask of terror](compendium/spells/mask-of-terror.md) spell cast using this catalyst, it also takes `6d10` mental damage, with a basic Fortitude save against the spell's DC, as it lives through the memory of having its rib torn from its body. Once any creature takes this damage, the defiled costa's effect ends, and no other creatures take the damage, even if they critically fail. --- + ### Variants #### greater *Item 17* diff --git a/compendium/equipment/items/demolition-fulu-tv.md b/compendium/equipment/items/demolition-fulu-tv.md index 67224d1d0..940570c90 100644 --- a/compendium/equipment/items/demolition-fulu-tv.md +++ b/compendium/equipment/items/demolition-fulu-tv.md @@ -18,6 +18,7 @@ aliases: ["Demolition Fulu"] A demolition fulu allows a saboteur or excavator to be far away from the scene when demolition happens. The fulu crumbles to ash over 5 minutes to 8 hours, as you determine when you place the fulu. Once the duration ends, the fulu lowers the Hardness of the object it's affixed to by an amount equal to the fulu's level and then deals the listed damage to the object. A demolition fulu serves as a hazard with a [Stealth](compendium/skills.md#Stealth) DC to detect it and [Thievery](compendium/skills.md#Thievery) DC to disable it according to its type. --- + ### Variants #### lesser *Item 3* diff --git a/compendium/equipment/items/demon-mask.md b/compendium/equipment/items/demon-mask.md index 184717771..c8fa21d9f 100644 --- a/compendium/equipment/items/demon-mask.md +++ b/compendium/equipment/items/demon-mask.md @@ -25,6 +25,7 @@ title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actio ``` --- + ### Variants #### demon mask *Item 4* diff --git a/compendium/equipment/items/deployable-cover-g-g.md b/compendium/equipment/items/deployable-cover-g-g.md index 0242f1486..4f818c139 100644 --- a/compendium/equipment/items/deployable-cover-g-g.md +++ b/compendium/equipment/items/deployable-cover-g-g.md @@ -15,6 +15,7 @@ aliases: ["Deployable Cover"] This thick mat of canvas, foliage, and wood is mounted on a tripod of flexible metal struts, folded into a batonlike shape, and clamped shut. You can rapidly deploy it on the ground with an [Interact](rules/actions/interact.md) action to create cover. Deployable cover is large enough to [Take Cover](rules/actions/take-cover.md) behind, allowing you (and others) to gain standard cover when you use the [Take Cover](rules/actions/take-cover.md) action. Before it can be used again, deployable cover must be carefully folded and clamped shut, which takes 1 minute. --- + ### Variants #### deployable cover *Item 1* diff --git a/compendium/equipment/items/depth-charge-tv.md b/compendium/equipment/items/depth-charge-tv.md index b63f56b5b..d1dccf005 100644 --- a/compendium/equipment/items/depth-charge-tv.md +++ b/compendium/equipment/items/depth-charge-tv.md @@ -17,6 +17,7 @@ aliases: ["Depth Charge"] Carved with stylized images of water or aquatic life, depth charges that are fired underwater or at a submerged target function with their normal range increments and can hit no matter their normal damage type. This ammunition explodes if it hits a target underwater, dealing bludgeoning damage in a 20‑foot burst (basic Fortitude save) according to its type. This burst doesn't extend out of the water. --- + ### Variants #### depth charge I *Item 5* diff --git a/compendium/equipment/items/desolation-locket-tv.md b/compendium/equipment/items/desolation-locket-tv.md index 6497cba55..13261acc2 100644 --- a/compendium/equipment/items/desolation-locket-tv.md +++ b/compendium/equipment/items/desolation-locket-tv.md @@ -35,6 +35,7 @@ title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) ``` --- + ### Variants #### greater desolation locket *Item 13* diff --git a/compendium/equipment/items/deteriorating-dust-logm.md b/compendium/equipment/items/deteriorating-dust-logm.md index 8ed7bbcd8..49c55167b 100644 --- a/compendium/equipment/items/deteriorating-dust-logm.md +++ b/compendium/equipment/items/deteriorating-dust-logm.md @@ -28,6 +28,7 @@ For the listed time, the object takes constant damage; if the object has a Hardn ``` --- + ### Variants #### deteriorating dust *Item 4* diff --git a/compendium/equipment/items/dinosaur-boots-lotgb.md b/compendium/equipment/items/dinosaur-boots-lotgb.md index f6b668c1d..6555e6fa9 100644 --- a/compendium/equipment/items/dinosaur-boots-lotgb.md +++ b/compendium/equipment/items/dinosaur-boots-lotgb.md @@ -31,6 +31,7 @@ You gain a foot unarmed attack that has the same statistics as your fist unarmed ``` --- + ### Variants #### dinosaur boots *Item 10* diff --git a/compendium/equipment/items/disguise-kit.md b/compendium/equipment/items/disguise-kit.md index 949ecd948..98e4f3aa1 100644 --- a/compendium/equipment/items/disguise-kit.md +++ b/compendium/equipment/items/disguise-kit.md @@ -15,6 +15,7 @@ aliases: ["Disguise Kit"] This small wooden box contains cosmetics, false facial hair, spirit gum, and a few simple wigs. You usually need a disguise kit to set up a disguise in order to [Impersonate](rules/actions/impersonate.md) someone using the [Deception](compendium/skills.md#Deception) skill. If you've crafted a large number of disguises, you can replenish your cosmetics supply with [replacement cosmetics](compendium/equipment/items/replacement-cosmetics.md) suitable for the type of your disguise kit. You can draw and replace a worn disguise kit as part of the action that uses it. --- + ### Variants #### Base *Item 0* diff --git a/compendium/equipment/items/disrupting-oil-tv.md b/compendium/equipment/items/disrupting-oil-tv.md index b9529c9ec..fd0f1beb9 100644 --- a/compendium/equipment/items/disrupting-oil-tv.md +++ b/compendium/equipment/items/disrupting-oil-tv.md @@ -20,6 +20,7 @@ aliases: ["Disrupting Oil"] A pearlescent fluid, disrupting oil applied to a weapon grants the benefits of a disrupting rune for 1 minute. --- + ### Variants #### disrupting oil *Item 3* diff --git a/compendium/equipment/items/disrupting.md b/compendium/equipment/items/disrupting.md index 5e94e4e31..d5563387d 100644 --- a/compendium/equipment/items/disrupting.md +++ b/compendium/equipment/items/disrupting.md @@ -16,6 +16,7 @@ aliases: ["Disrupting"] A disrupting weapon pulses with positive energy, dealing an extra `1d6` positive damage to undead. On a critical hit, the undead is also [enfeebled](rules/conditions.md#Enfeebled) until the end of your next turn. --- + ### Variants #### disrupting *Item 5* diff --git a/compendium/equipment/items/djezet-armor-lotgb.md b/compendium/equipment/items/djezet-armor-lotgb.md index cb2f6a7d2..f8691be2e 100644 --- a/compendium/equipment/items/djezet-armor-lotgb.md +++ b/compendium/equipment/items/djezet-armor-lotgb.md @@ -15,6 +15,7 @@ aliases: ["Djezet Armor"] Armor made of djezet alloy is easy to enchant. Transferring runes onto djezet armor from other armor waives the usual 1/10 cost to etch the rune. This benefit has no effect on the cost of the rune itself or on the cost to transfer a rune off djezet armor onto a non-djezet armor. High-grade djezet armor can be etched with an additional property rune (to a maximum of four instead of three for +3 armor). --- + ### Variants #### standard-grade djezet armor *Item 12* diff --git a/compendium/equipment/items/djezet-lotgb.md b/compendium/equipment/items/djezet-lotgb.md index 4c622553e..0b675249b 100644 --- a/compendium/equipment/items/djezet-lotgb.md +++ b/compendium/equipment/items/djezet-lotgb.md @@ -16,20 +16,54 @@ This rust red metal is liquid at room temperature, making it challenging for all Djezet is also extremely reactive to magic, even in its solid, workable alloyed form. It glows when targeted by magic, and objects crafted with djezet alloys glow with scarlet striations, which lead some smiths to nickname it "tiger iron." When targeted by spells, objects crafted from djezet alloys exhibit these glowing red markings that last for 1 round or the duration of the spell, whichever is longer. A djezet mass contains enough djezet to refine into up to two djezet doses (page 98). -| Djezet Alloy Items | Hardness | HP | BT | -|--------------------|----------|----|----| -| **Thin Items** | | | | -| multiRow | | -| multiRow | | -| **Items** | | | | -| multiRow | | -| multiRow | | -| **Structures** | | | | -| multiRow | | -| multiRow | | + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Djezet Alloy ItemsHardnessHPBT
**Thin Items**
Standard-grade
High-grade
5
8
20
32
10
16
**Items**
Standard-grade
High-grade
9
12
36
48
18
24
**Structures**
Standard-grade
High-grade
18
24
72
96
36
48
--- + ### Variants #### djezet mass *Item 0* diff --git a/compendium/equipment/items/djezet-shield-lotgb.md b/compendium/equipment/items/djezet-shield-lotgb.md index 636ba4306..8cf84490f 100644 --- a/compendium/equipment/items/djezet-shield-lotgb.md +++ b/compendium/equipment/items/djezet-shield-lotgb.md @@ -17,6 +17,7 @@ The burnished red faces of djezet-alloy shields attract effects made of pure mag When taking energy damage from a spell, the shield's listed Hardness doubles. --- + ### Variants #### standard-grade djezet buckler *Item 9* diff --git a/compendium/equipment/items/djezet-weapon-lotgb.md b/compendium/equipment/items/djezet-weapon-lotgb.md index 0e9e546ea..8a2e50648 100644 --- a/compendium/equipment/items/djezet-weapon-lotgb.md +++ b/compendium/equipment/items/djezet-weapon-lotgb.md @@ -15,6 +15,7 @@ aliases: ["Djezet Weapon"] The djezet in weapons absorbs magical power. Critical hits made with a djezet weapon against a prepared or spontaneous spellcaster cause the target to lose one prepared spell or one spontaneous spell slot unless the target succeeds at a Will save (DC 30 for standard-grade or DC 40 for high-grade). The spell is randomly selected from among the caster's highest three spell levels (and then from among the spells prepared in that level, for a prepared spellcaster). --- + ### Variants #### standard-grade djezet weapon *Item 12* diff --git a/compendium/equipment/items/doll-lotgb.md b/compendium/equipment/items/doll-lotgb.md index 5114c37bc..7ad80daff 100644 --- a/compendium/equipment/items/doll-lotgb.md +++ b/compendium/equipment/items/doll-lotgb.md @@ -13,6 +13,7 @@ aliases: ["Doll"] Dolls are found throughout Golarion in a wide variety of forms. Among the most common are miniature painted figurines, plush animals crafted from fur and stuffed with cotton, porcelain dolls with fine clothing and silky hair, fabric hand puppets, and elaborate marionettes. --- + ### Variants #### doll *Item 0* diff --git a/compendium/equipment/items/doubling-rings.md b/compendium/equipment/items/doubling-rings.md index daf9ee7c2..fe1356573 100644 --- a/compendium/equipment/items/doubling-rings.md +++ b/compendium/equipment/items/doubling-rings.md @@ -19,6 +19,7 @@ This item consists of two magically linked rings: an intricate, gleaming golden The replication functions only if you wear both rings, and it ends as soon as you cease wielding a melee weapon in one of your hands. Consequently, the benefit doesn't apply to thrown attacks or if you're holding a weapon but not wielding it (such as holding in one hand a weapon that requires two hands to wield). --- + ### Variants #### doubling rings *Item 3* diff --git a/compendium/equipment/items/dragonhide-armor.md b/compendium/equipment/items/dragonhide-armor.md index c4e46df8f..e75060624 100644 --- a/compendium/equipment/items/dragonhide-armor.md +++ b/compendium/equipment/items/dragonhide-armor.md @@ -15,6 +15,7 @@ aliases: ["Dragonhide Armor"] Dragonhide armor is immune to one damage type based on the type of dragon it is made from (as listed in the table on page 579). Wearing armor made from dragonhide also grants you a +1 circumstance bonus to your AC and saving throws against attacks and spells that deal the corresponding damage type. --- + ### Variants #### standard-grade dragonhide armor *Item 12* diff --git a/compendium/equipment/items/dragonhide-shield.md b/compendium/equipment/items/dragonhide-shield.md index d8fbcf0c3..7acbb821c 100644 --- a/compendium/equipment/items/dragonhide-shield.md +++ b/compendium/equipment/items/dragonhide-shield.md @@ -16,6 +16,7 @@ aliases: ["Dragonhide Shield"] Dragonhide shields are each immune to one damage type based on the type of dragon (see Dragonhide on page 579). --- + ### Variants #### standard-grade dragonhide buckler *Item 8* diff --git a/compendium/equipment/items/dragonhide.md b/compendium/equipment/items/dragonhide.md index 286b8666e..a7dd5f19d 100644 --- a/compendium/equipment/items/dragonhide.md +++ b/compendium/equipment/items/dragonhide.md @@ -22,17 +22,42 @@ The hide and scales of a dragon can be used to [Craft](rules/actions/craft.md) a | Green | Poison | | Silver or white | Cold | -| Dragonhide Items | Hardness | HP | BT | -|------------------|----------|----|----| -| **Thin Items** | | | | -| multiRow | | -| multiRow | | -| **Items** | | | | -| multiRow | | -| multiRow | | + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Dragonhide ItemsHardnessHPBT
**Thin Items**
Standard-grade
High-grade
4
8
16
32
8
16
**Items**
Standard-grade
High-grade
7
11
28
44
14
22
--- + ### Variants #### standard-grade dragonhide object *Item 8* diff --git a/compendium/equipment/items/dragons-blood-pudding-lotgb.md b/compendium/equipment/items/dragons-blood-pudding-lotgb.md index 89094fa26..057b62785 100644 --- a/compendium/equipment/items/dragons-blood-pudding-lotgb.md +++ b/compendium/equipment/items/dragons-blood-pudding-lotgb.md @@ -18,6 +18,7 @@ aliases: ["Dragon's Blood Pudding"] While some unscrupulous chefs claim that this savory pudding is made with real dragon's blood, its crimson color and acrid smell actually come from bloody mandrake paste, ginger root, and distilled terrap sap. This potent combination singes the nostrils and throat, removing effects that make you sluggish. When you consume the pudding, it attempts a counteract check with the listed counteract modifier to remove the [slowed](rules/conditions.md#Slowed) condition from a single source, using the source of that condition to determine the counteract level and DC. --- + ### Variants #### lesser *Item 2* diff --git a/compendium/equipment/items/dragons-breath-lotgb.md b/compendium/equipment/items/dragons-breath-lotgb.md index 7ae45ad94..11f4f9c57 100644 --- a/compendium/equipment/items/dragons-breath-lotgb.md +++ b/compendium/equipment/items/dragons-breath-lotgb.md @@ -28,6 +28,7 @@ title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Action ``` --- + ### Variants #### 1st-level spell *Item 4* diff --git a/compendium/equipment/items/dragons-breath-potion.md b/compendium/equipment/items/dragons-breath-potion.md index b11df4e5d..5a3f98a09 100644 --- a/compendium/equipment/items/dragons-breath-potion.md +++ b/compendium/equipment/items/dragons-breath-potion.md @@ -27,6 +27,7 @@ Regardless of the dragon type, the breath weapon deals `4d6` damage, and each cr After you use the breath weapon, you can't do so again for `1d4` rounds. --- + ### Variants #### young *Item 7* diff --git a/compendium/equipment/items/dragonscale-staff-tv.md b/compendium/equipment/items/dragonscale-staff-tv.md index 954a3c4f3..c174d5d15 100644 --- a/compendium/equipment/items/dragonscale-staff-tv.md +++ b/compendium/equipment/items/dragonscale-staff-tv.md @@ -27,6 +27,7 @@ You expend a number of charges from the staff to cast a spell from its list. ``` --- + ### Variants #### dragonscale staff *Item 14* diff --git a/compendium/equipment/items/drake-rifle-g-g.md b/compendium/equipment/items/drake-rifle-g-g.md index d1225e5d1..24c0ed814 100644 --- a/compendium/equipment/items/drake-rifle-g-g.md +++ b/compendium/equipment/items/drake-rifle-g-g.md @@ -28,11 +28,11 @@ title: **Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Acti On a hit, the drake rifle provides one of the following additional effects based on its damage type: -- **Acid** Clinging acid makes it painful and sickening to move. The target becomes [sickened](rules/conditions.md#Sickened). -- **Cold** Frozen spittle clings to the target. The target takes a –10-foot status penalty to their Speeds for 1 minute. -- **Electricity** Small bursts of electricity continue to spark and jolt the target. The target becomes [dazzled](rules/conditions.md#Dazzled) and [flat-footed](rules/conditions.md#Flat-footed) for `1d4` rounds. -- **Fire** A massive explosion knocks the target back. The target is pushed 10 feet away from you, and if it's on the ground, it falls [prone](rules/conditions.md#Prone). -- **Poison** Noxious vapors fill the target's lungs. The target becomes [enfeebled](rules/conditions.md#Enfeebled) and [clumsy](rules/conditions.md#Clumsy) for 1 minute. +- **Acid.** Clinging acid makes it painful and sickening to move. The target becomes [sickened](rules/conditions.md#Sickened). +- **Cold.** Frozen spittle clings to the target. The target takes a –10-foot status penalty to their Speeds for 1 minute. +- **Electricity.** Small bursts of electricity continue to spark and jolt the target. The target becomes [dazzled](rules/conditions.md#Dazzled) and [flat-footed](rules/conditions.md#Flat-footed) for `1d4` rounds. +- **Fire.** A massive explosion knocks the target back. The target is pushed 10 feet away from you, and if it's on the ground, it falls [prone](rules/conditions.md#Prone). +- **Poison.** Noxious vapors fill the target's lungs. The target becomes [enfeebled](rules/conditions.md#Enfeebled) and [clumsy](rules/conditions.md#Clumsy) for 1 minute. %% #trait/evocation #trait/magical %% diff --git a/compendium/equipment/items/drakeheart-mutagen-apg.md b/compendium/equipment/items/drakeheart-mutagen-apg.md index 5498e8baa..121f71108 100644 --- a/compendium/equipment/items/drakeheart-mutagen-apg.md +++ b/compendium/equipment/items/drakeheart-mutagen-apg.md @@ -33,6 +33,7 @@ You [Stride](rules/actions/stride.md) twice. The drakeheart mutagen's duration e **Drawback** You take a –1 penalty to Will saves, Reflex saves, and all skill checks to [Recall Knowledge](rules/actions/recall-knowledge.md). --- + ### Variants #### lesser *Item 1* diff --git a/compendium/equipment/items/dread-ampoule-apg.md b/compendium/equipment/items/dread-ampoule-apg.md index 64d5ff0d5..a696277ff 100644 --- a/compendium/equipment/items/dread-ampoule-apg.md +++ b/compendium/equipment/items/dread-ampoule-apg.md @@ -25,6 +25,7 @@ This flask is filled with a murky purple gas that briefly interferes with normal On a hit, the target becomes [frightened](rules/conditions.md#Frightened), or [frightened](rules/conditions.md#Frightened) on a critical hit. Many types also grant an item bonus to attack rolls. --- + ### Variants #### lesser *Item 1* diff --git a/compendium/equipment/items/dread-lotgb.md b/compendium/equipment/items/dread-lotgb.md index 2df412c47..9e0ee2c90 100644 --- a/compendium/equipment/items/dread-lotgb.md +++ b/compendium/equipment/items/dread-lotgb.md @@ -21,6 +21,7 @@ aliases: ["Dread"] Eerie symbols cover your armor, inspiring terror in your foes. [Frightened](rules/conditions.md#Frightened) enemies within 30 feet that can see you must attempt a DC 20 Will save at the end of their turn; on a failure, the value of their [frightened](rules/conditions.md#Frightened) condition doesn't decrease below 1 that turn. --- + ### Variants #### lesser dread *Item 6* diff --git a/compendium/equipment/items/drums-of-war-tv.md b/compendium/equipment/items/drums-of-war-tv.md index 55da1542e..211d92f8f 100644 --- a/compendium/equipment/items/drums-of-war-tv.md +++ b/compendium/equipment/items/drums-of-war-tv.md @@ -26,6 +26,7 @@ You expend a number of charges from this instrument to cast a spell from its lis ``` --- + ### Variants #### drums of war *Item 4* diff --git a/compendium/equipment/items/dust-of-corpse-animation-apg.md b/compendium/equipment/items/dust-of-corpse-animation-apg.md index 4223c7615..41a1f7b25 100644 --- a/compendium/equipment/items/dust-of-corpse-animation-apg.md +++ b/compendium/equipment/items/dust-of-corpse-animation-apg.md @@ -25,6 +25,7 @@ The animated undead has the [minion](rules/traits/minion.md "Minion Creature Tra The undead creature remains animated for 1 minute before collapsing back into its corpse form. As usual, you can have a maximum of four minions under your control. --- + ### Variants #### dust of corpse animation *Item 8* diff --git a/compendium/equipment/items/eagle-eye-elixir.md b/compendium/equipment/items/eagle-eye-elixir.md index 8a833b1c9..a38027a3e 100644 --- a/compendium/equipment/items/eagle-eye-elixir.md +++ b/compendium/equipment/items/eagle-eye-elixir.md @@ -18,6 +18,7 @@ aliases: ["Eagle-eye Elixir"] After you drink this elixir, you notice subtle visual details. For the next hour, you gain an item bonus to [Perception](compendium/skills.md#Perception) checks that is greater when attempting to find secret doors and traps. --- + ### Variants #### lesser *Item 1* diff --git a/compendium/equipment/items/elemental-ammunition-tv.md b/compendium/equipment/items/elemental-ammunition-tv.md index 6e038abc4..f362a949f 100644 --- a/compendium/equipment/items/elemental-ammunition-tv.md +++ b/compendium/equipment/items/elemental-ammunition-tv.md @@ -18,6 +18,7 @@ aliases: ["Elemental Ammunition"] When activated, the reservoir of alchemical reagents in elemental ammunition atomizes on impact, dealing [persistent acid](rules/conditions.md#Persistent%20Damage), cold, electricity, fire, or poison damage to the target and splash damage in addition to the damage the attack normally deals. Each damage type requires a different formula, and the ammunition gains a trait matching the damage type. --- + ### Variants #### lesser *Item 1* diff --git a/compendium/equipment/items/elemental-wayfinder-lopsg.md b/compendium/equipment/items/elemental-wayfinder-lopsg.md index 292fd41f4..2e71be123 100644 --- a/compendium/equipment/items/elemental-wayfinder-lopsg.md +++ b/compendium/equipment/items/elemental-wayfinder-lopsg.md @@ -25,6 +25,7 @@ The wayfinder casts its associated spell. ``` --- + ### Variants #### air *Item 9* diff --git a/compendium/equipment/items/elixir-of-life.md b/compendium/equipment/items/elixir-of-life.md index a3371bddd..9d7da5c64 100644 --- a/compendium/equipment/items/elixir-of-life.md +++ b/compendium/equipment/items/elixir-of-life.md @@ -19,6 +19,7 @@ aliases: ["Elixir of Life"] Elixirs of life accelerate the body's natural healing processes and immune system. Upon drinking this elixir, you regain the listed number of Hit Points and gain an item bonus to saving throws against diseases and poisons for 10 minutes. --- + ### Variants #### minor *Item 1* diff --git a/compendium/equipment/items/elven-chain.md b/compendium/equipment/items/elven-chain.md index 3b0df3d00..fba5af21b 100644 --- a/compendium/equipment/items/elven-chain.md +++ b/compendium/equipment/items/elven-chain.md @@ -17,6 +17,7 @@ Elven chain is a chain shirt made of [mithral](compendium/equipment/items/mithra Created by elven artisans employing ancient crafting techniques, elven chain is exceptionally quiet. Unlike other chain shirts—even other mithral chain shirts—elven chain does not have the [noisy](rules/traits/noisy.md "Noisy Armor Trait") trait. This suit of armor can be etched with runes like any other mithral chain shirt. --- + ### Variants #### standard-grade elven chain *Item 13* diff --git a/compendium/equipment/items/emetic-paste-tv.md b/compendium/equipment/items/emetic-paste-tv.md index 9562dfaef..3bd0fa500 100644 --- a/compendium/equipment/items/emetic-paste-tv.md +++ b/compendium/equipment/items/emetic-paste-tv.md @@ -19,6 +19,7 @@ aliases: ["Emetic Paste"] [Sickened](rules/conditions.md#Sickened) creatures have difficulty swallowing, so you can Activate emetic paste by applying it to your skin or that of a [sickened](rules/conditions.md#Sickened) creature within reach, typically on the throat. The paste makes it easy for the [sickened](rules/conditions.md#Sickened) creature to purge, granting it an immediate Fortitude save to reduce its [sickened](rules/conditions.md#Sickened) condition. The paste grants the target an item bonus to that save and to all saving throws to reduce the [sickened](rules/conditions.md#Sickened) condition for 1 hour. --- + ### Variants #### lesser *Item 2* diff --git a/compendium/equipment/items/endless-grimoire-som.md b/compendium/equipment/items/endless-grimoire-som.md index 1a09e6cc9..cf5e86360 100644 --- a/compendium/equipment/items/endless-grimoire-som.md +++ b/compendium/equipment/items/endless-grimoire-som.md @@ -17,6 +17,7 @@ aliases: ["Endless Grimoire"] When opened, this grimoire has unlimited pages that, oddly, seem almost eager to transcribe spells. Unlike most grimoires, it has no limits to its number of spells. The grimoire's eagerness to contain your spells grants you a +1 item bonus to checks to [Learn a Spell](rules/actions/learn-a-spell.md) if you do so by transcribing the spell into the grimoire. If you use the grimoire during your daily preparations and are capable of preparing spells of the appropriate level, the grimoire's nature leaks into your mind, allowing you to prepare an additional 1st-level spell. --- + ### Variants #### Endless Grimoire *Item 6* diff --git a/compendium/equipment/items/energy-mutagen-fop.md b/compendium/equipment/items/energy-mutagen-fop.md index 5525f71ee..b91ce673a 100644 --- a/compendium/equipment/items/energy-mutagen-fop.md +++ b/compendium/equipment/items/energy-mutagen-fop.md @@ -27,6 +27,7 @@ When consumed, the mutagen suffuses your body with energy that spills out of you **Drawback** You gain weakness 5 to the other three energy types. --- + ### Variants #### lesser *Item 1* diff --git a/compendium/equipment/items/energy-mutagen-tv.md b/compendium/equipment/items/energy-mutagen-tv.md index 06041d377..86238b0dc 100644 --- a/compendium/equipment/items/energy-mutagen-tv.md +++ b/compendium/equipment/items/energy-mutagen-tv.md @@ -24,6 +24,7 @@ Benefit You gain resistance to the attuned energy type. Whenever you score a hit Drawback You gain weakness 5 to the other three energy types. --- + ### Variants #### lesser *Item 1* diff --git a/compendium/equipment/items/energy-resistant.md b/compendium/equipment/items/energy-resistant.md index ad68515cb..87248413e 100644 --- a/compendium/equipment/items/energy-resistant.md +++ b/compendium/equipment/items/energy-resistant.md @@ -20,6 +20,7 @@ The crafter chooses the damage type when creating the rune. Multiple energy-resistant runes can be etched onto a suit of armor; rather than using only the highest-level effect, each must provide resistance to a different damage type. For instance, a +2 acid-resistant greater fire-resistant breastplate would give you acid resistance 5 and fire resistance 10. --- + ### Variants #### energy-resistant *Item 8* diff --git a/compendium/equipment/items/energy-robe-lotgb.md b/compendium/equipment/items/energy-robe-lotgb.md index 9faecfc20..bb3d85e9f 100644 --- a/compendium/equipment/items/energy-robe-lotgb.md +++ b/compendium/equipment/items/energy-robe-lotgb.md @@ -26,6 +26,7 @@ title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actio ``` --- + ### Variants #### energy robe of fire *Item 7* diff --git a/compendium/equipment/items/enigma-mirror-tv.md b/compendium/equipment/items/enigma-mirror-tv.md index 7f0bd18d3..840d32fac 100644 --- a/compendium/equipment/items/enigma-mirror-tv.md +++ b/compendium/equipment/items/enigma-mirror-tv.md @@ -37,6 +37,7 @@ title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) ``` --- + ### Variants #### greater enigma mirror *Item 10* diff --git a/compendium/equipment/items/entertainers-lute-tv.md b/compendium/equipment/items/entertainers-lute-tv.md index 9b68cbf9e..3a8c1b987 100644 --- a/compendium/equipment/items/entertainers-lute-tv.md +++ b/compendium/equipment/items/entertainers-lute-tv.md @@ -26,6 +26,7 @@ You expend a number of charges from this instrument to cast a spell from its lis ``` --- + ### Variants #### entertainer's lute *Item 4* diff --git a/compendium/equipment/items/enveloping-light-lotgb.md b/compendium/equipment/items/enveloping-light-lotgb.md index 2f838c07e..48d5fbd4c 100644 --- a/compendium/equipment/items/enveloping-light-lotgb.md +++ b/compendium/equipment/items/enveloping-light-lotgb.md @@ -28,6 +28,7 @@ title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actio ``` --- + ### Variants #### enveloping light *Item 3* diff --git a/compendium/equipment/items/etheric-essence-disruptor-g-g.md b/compendium/equipment/items/etheric-essence-disruptor-g-g.md index b08c4560d..9a87221a3 100644 --- a/compendium/equipment/items/etheric-essence-disruptor-g-g.md +++ b/compendium/equipment/items/etheric-essence-disruptor-g-g.md @@ -18,6 +18,7 @@ aliases: ["Etheric Essence Disruptor"] An etheric essence disruptor emits bursts of discordant ethereal energy through a process based upon Stasian etheric-spirit singers, though without the need for a Stasian coil. Etheric essence disruptors attempt to break down the workings of a spell that manipulates spiritual essence. Upon activation, attempt to counteract an active [divine](rules/traits/divine.md "Divine Tradition Trait") or [occult](rules/traits/occult.md "Occult Tradition Trait") spell within the listed range, with the listed counteract modifier and counteract level. --- + ### Variants #### lesser *Item 3* diff --git a/compendium/equipment/items/euphoric-loop-tv.md b/compendium/equipment/items/euphoric-loop-tv.md index b69dacf70..080fd2602 100644 --- a/compendium/equipment/items/euphoric-loop-tv.md +++ b/compendium/equipment/items/euphoric-loop-tv.md @@ -27,6 +27,7 @@ When the spell ends, even if you [Dismiss](rules/actions/dismiss.md) it, the sud > - **Critical Failure** The target is [stunned](rules/conditions.md#Stunned) or, if the spell ended because of a [hostile](rules/conditions.md#Hostile) action, [confused](rules/conditions.md#Confused) for 2 rounds. --- + ### Variants #### euphoric loop *Item 5* diff --git a/compendium/equipment/items/everyneed-pack-lopsg.md b/compendium/equipment/items/everyneed-pack-lopsg.md index eab59cfa0..792fed370 100644 --- a/compendium/equipment/items/everyneed-pack-lopsg.md +++ b/compendium/equipment/items/everyneed-pack-lopsg.md @@ -26,6 +26,7 @@ title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Acti ``` --- + ### Variants #### everyneed pack *Item 3* diff --git a/compendium/equipment/items/everyneed-pack-tv.md b/compendium/equipment/items/everyneed-pack-tv.md index 6b1387ce6..96bd3b2e6 100644 --- a/compendium/equipment/items/everyneed-pack-tv.md +++ b/compendium/equipment/items/everyneed-pack-tv.md @@ -26,6 +26,7 @@ title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Acti ``` --- + ### Variants #### everyneed pack *Item 3* diff --git a/compendium/equipment/items/exploration-lens-sot3.md b/compendium/equipment/items/exploration-lens-sot3.md index 2ec6bab26..4822e1e2f 100644 --- a/compendium/equipment/items/exploration-lens-sot3.md +++ b/compendium/equipment/items/exploration-lens-sot3.md @@ -23,6 +23,7 @@ There are several different types of exploration lens, each granting benefits wi Each type of lens is distinguishable from all the other types by holding it up to a bright light. --- + ### Variants #### detecting *Item 10* diff --git a/compendium/equipment/items/explosive-ammunition.md b/compendium/equipment/items/explosive-ammunition.md index 0ed7dacee..258b06a3f 100644 --- a/compendium/equipment/items/explosive-ammunition.md +++ b/compendium/equipment/items/explosive-ammunition.md @@ -19,6 +19,7 @@ aliases: ["Explosive Ammunition"] This piece of ammunition is coated in gritty black soot. When activated explosive ammunition hits a target, the missile explodes in a 10-foot burst, dealing `6d6` fire damage to each creature in the area (including the target). Each creature must attempt a DC 25 basic Reflex save. --- + ### Variants #### standard *Item 9* diff --git a/compendium/equipment/items/explosive-mine-g-g.md b/compendium/equipment/items/explosive-mine-g-g.md index 6a9b2a79c..1d5465c7e 100644 --- a/compendium/equipment/items/explosive-mine-g-g.md +++ b/compendium/equipment/items/explosive-mine-g-g.md @@ -22,6 +22,7 @@ Once activated, the mine is primed to explode when enough pressure is placed on Typically, this occurs when a Small or larger creature moves onto the square, though it could happen if a creature intentionally places pressure on the square from a distance to safely trigger the mine. Once triggered, the mine explodes, dealing the listed fire damage to any creatures in a 5-foot emanation with a basic Reflex save. --- + ### Variants #### lesser *Item 1* diff --git a/compendium/equipment/items/exsanguinating-ammunition-g-g.md b/compendium/equipment/items/exsanguinating-ammunition-g-g.md index 9d1075ffe..989addf05 100644 --- a/compendium/equipment/items/exsanguinating-ammunition-g-g.md +++ b/compendium/equipment/items/exsanguinating-ammunition-g-g.md @@ -17,6 +17,7 @@ aliases: ["Exsanguinating Ammunition"] This ammunition includes a small reservoir of a tacky red substance that coats the ammunition when you activate it. The substance makes a creature bleed more freely. For 1 minute after you deal damage to a creature with an activated exsanguinating ammunition that creature gains the listed weakness to [persistent bleed damage](rules/conditions.md#Persistent%20Damage). In addition, the DC of any flat checks to end [persistent bleed damage](rules/conditions.md#Persistent%20Damage) increases from 15 to 17 (from 10 to 12 when receiving particularly effective assistance) for the duration. --- + ### Variants #### exsanguinating ammunition *Item 4* diff --git a/compendium/equipment/items/extending-som.md b/compendium/equipment/items/extending-som.md index 40050b362..2530cf6d0 100644 --- a/compendium/equipment/items/extending-som.md +++ b/compendium/equipment/items/extending-som.md @@ -23,6 +23,7 @@ You extend your weapon for an instant, giving you an impossible reach. You [Stri ``` --- + ### Variants #### extending *Item 9* diff --git a/compendium/equipment/items/eye-of-the-unseen-lotgb.md b/compendium/equipment/items/eye-of-the-unseen-lotgb.md index e1433dca0..cf1f436c7 100644 --- a/compendium/equipment/items/eye-of-the-unseen-lotgb.md +++ b/compendium/equipment/items/eye-of-the-unseen-lotgb.md @@ -28,6 +28,7 @@ title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actio ``` --- + ### Variants #### eye of the unseen *Item 8* diff --git a/compendium/equipment/items/eye-slash-tv.md b/compendium/equipment/items/eye-slash-tv.md index e095d5d8d..8e967c482 100644 --- a/compendium/equipment/items/eye-slash-tv.md +++ b/compendium/equipment/items/eye-slash-tv.md @@ -18,6 +18,7 @@ aliases: ["Eye Slash"] Small scars or marks around your eye improve your distant vision. These scars are especially common among orc scouts, who favor scars shaped like eagle talons. You can see four times farther than normal. If you have darkvision, you can see blood in color. Higher-level versions of an eye slash are larger and more elaborate scars or marks, radiating out around the eye. --- + ### Variants #### eye slash *Item 1* diff --git a/compendium/equipment/items/faerie-dragon-liqueur-tv.md b/compendium/equipment/items/faerie-dragon-liqueur-tv.md index 6953e18f4..59ca1b3cf 100644 --- a/compendium/equipment/items/faerie-dragon-liqueur-tv.md +++ b/compendium/equipment/items/faerie-dragon-liqueur-tv.md @@ -27,6 +27,7 @@ Each draft of faerie dragon liqueur has a different flavor. For 1 hour after you > - **Critical Failure** The creature is [stupefied](rules/conditions.md#Stupefied) and [slowed](rules/conditions.md#Slowed) for 1 minute. --- + ### Variants #### young faerie dragon liqueur *Item 7* diff --git a/compendium/equipment/items/faith-tattoo-tv.md b/compendium/equipment/items/faith-tattoo-tv.md index 822bf6cbe..31e4c6aae 100644 --- a/compendium/equipment/items/faith-tattoo-tv.md +++ b/compendium/equipment/items/faith-tattoo-tv.md @@ -28,6 +28,7 @@ title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) ``` --- + ### Variants #### faith tattoo *Item 4* diff --git a/compendium/equipment/items/false-death-vial-tv.md b/compendium/equipment/items/false-death-vial-tv.md index 660108b15..a13660043 100644 --- a/compendium/equipment/items/false-death-vial-tv.md +++ b/compendium/equipment/items/false-death-vial-tv.md @@ -22,6 +22,7 @@ This tiny crystal vial of oily liquid is typically attached to a pin or worn on When you Activate the vial, you avoid being knocked out and remain at 1 Hit Point, your [wounded](rules/conditions.md#Wounded) condition increases by 1, and the talisman casts drop dead on you. You and any items you're wearing and holding are instantly transported from your current space to a clear space of your choice within range. You take no damage from the triggering effect. If you are carrying another creature (even one contained inside an extradimensional container), it's left behind in your original space. --- + ### Variants #### false death vial *Item 13* diff --git a/compendium/equipment/items/fanged-lotgb.md b/compendium/equipment/items/fanged-lotgb.md index d256a3cdf..6114215b7 100644 --- a/compendium/equipment/items/fanged-lotgb.md +++ b/compendium/equipment/items/fanged-lotgb.md @@ -27,6 +27,7 @@ You transform into a [Small](rules/traits/small-b1.md "Small Size Trait") or [Me ``` --- + ### Variants #### fanged *Item 2* diff --git a/compendium/equipment/items/fearsome-apg.md b/compendium/equipment/items/fearsome-apg.md index d9b294238..4f2ec257d 100644 --- a/compendium/equipment/items/fearsome-apg.md +++ b/compendium/equipment/items/fearsome-apg.md @@ -19,6 +19,7 @@ aliases: ["Fearsome"] When you critically hit with this weapon, the target becomes [frightened](rules/conditions.md#Frightened). --- + ### Variants #### fearsome *Item 5* diff --git a/compendium/equipment/items/feast-of-hungry-ghosts-botd.md b/compendium/equipment/items/feast-of-hungry-ghosts-botd.md index 3ac95d225..883060c54 100644 --- a/compendium/equipment/items/feast-of-hungry-ghosts-botd.md +++ b/compendium/equipment/items/feast-of-hungry-ghosts-botd.md @@ -19,6 +19,7 @@ This lavish meal with meats, fresh and dried fruits, grains, and wine smells abs If you eat or drink a morsel of the leftover meal after the undead has eaten its fill, you can communicate with the undead as if you shared a language. Though you can feed a meal to a mindless undead, it does not give the mindless undead or you the ability to communicate with one another. --- + ### Variants #### feast of hungry ghosts *Item 9* diff --git a/compendium/equipment/items/feather-token.md b/compendium/equipment/items/feather-token.md index 542f092e1..76a7dad74 100644 --- a/compendium/equipment/items/feather-token.md +++ b/compendium/equipment/items/feather-token.md @@ -18,6 +18,7 @@ aliases: ["Feather Token"] Each feather token appears to be a simple feather from some exotic bird. The feather's shaft, dipped in gold, bears a single arcane rune. [Activating](rules/actions/activate-an-item.md) a feather token causes it to transform into another object, which then can be used as normal for that object. Each feather can be activated only once, with most of them permanently becoming the item in their description. --- + ### Variants #### anchor *Item 7* diff --git a/compendium/equipment/items/feed-lotg.md b/compendium/equipment/items/feed-lotg.md index 9203ae924..9a0ce2718 100644 --- a/compendium/equipment/items/feed-lotg.md +++ b/compendium/equipment/items/feed-lotg.md @@ -13,6 +13,7 @@ aliases: ["Feed"] --- + ### Variants #### standard *Item 0* diff --git a/compendium/equipment/items/fire-and-iceberg-lotgb.md b/compendium/equipment/items/fire-and-iceberg-lotgb.md index 36050d3c1..82ccdaa0d 100644 --- a/compendium/equipment/items/fire-and-iceberg-lotgb.md +++ b/compendium/equipment/items/fire-and-iceberg-lotgb.md @@ -18,6 +18,7 @@ aliases: ["Fire And Iceberg"] Fiery Anulite paprika, sunrise cinnamon, and winterbite are [hidden](rules/conditions.md#Hidden) inside this salad's translucent leaves, bringing the cool of snow and the heat of steam to every bite. The dueling sensations make some diners sweat and others shiver, but all leave with a lasting sense of heat and cold that make other sources pale in comparison. When you consume the salad, you gain resistance 5 to fire and cold for 1 minute. --- + ### Variants #### fire and iceberg *Item 7* diff --git a/compendium/equipment/items/firestarter-pellets-som.md b/compendium/equipment/items/firestarter-pellets-som.md index 42bb58892..b3adb4249 100644 --- a/compendium/equipment/items/firestarter-pellets-som.md +++ b/compendium/equipment/items/firestarter-pellets-som.md @@ -17,6 +17,7 @@ aliases: ["Firestarter Pellets"] These compacted pellets of bat guano, sulfur, and magical accelerants have long been a staple for spellcasters on the battlefield. Adding a firestarter pellet to a [fireball](compendium/spells/fireball.md) spell produces clinging flames that deal [persistent fire damage](rules/conditions.md#Persistent%20Damage) to all who fail the saving throw against the effect (doubling on a critical failure). --- + ### Variants #### firestarter pellets *Item 5* diff --git a/compendium/equipment/items/fishing-tackle.md b/compendium/equipment/items/fishing-tackle.md index e73b39115..f51db4116 100644 --- a/compendium/equipment/items/fishing-tackle.md +++ b/compendium/equipment/items/fishing-tackle.md @@ -15,6 +15,7 @@ aliases: ["Fishing Tackle"] This kit include a collapsible fishing pole, fishhooks, line, lures, and a fishing net. --- + ### Variants #### Base *Item 0* diff --git a/compendium/equipment/items/five-feather-wreath-som.md b/compendium/equipment/items/five-feather-wreath-som.md index 5d10ee96e..ad636a9f4 100644 --- a/compendium/equipment/items/five-feather-wreath-som.md +++ b/compendium/equipment/items/five-feather-wreath-som.md @@ -28,6 +28,7 @@ You cast [gale blast](compendium/spells/gale-blast-som.md). ``` --- + ### Variants #### five-feather wreath *Item 4* diff --git a/compendium/equipment/items/flame-tongue.md b/compendium/equipment/items/flame-tongue.md index ad25d9f14..8ef4c0808 100644 --- a/compendium/equipment/items/flame-tongue.md +++ b/compendium/equipment/items/flame-tongue.md @@ -24,6 +24,7 @@ You cast the [produce flame](compendium/spells/produce-flame.md) cantrip from th ``` --- + ### Variants #### flame tongue *Item 13* diff --git a/compendium/equipment/items/flaming-star-som.md b/compendium/equipment/items/flaming-star-som.md index 8d919545b..00b306f3e 100644 --- a/compendium/equipment/items/flaming-star-som.md +++ b/compendium/equipment/items/flaming-star-som.md @@ -28,6 +28,7 @@ You cast [produce flame](compendium/spells/produce-flame.md). ``` --- + ### Variants #### flaming star *Item 3* diff --git a/compendium/equipment/items/flaming.md b/compendium/equipment/items/flaming.md index 7541f0e70..67bfa69ac 100644 --- a/compendium/equipment/items/flaming.md +++ b/compendium/equipment/items/flaming.md @@ -17,6 +17,7 @@ aliases: ["Flaming"] This weapon is empowered by flickering flame. The weapon deals an additional `1d6` fire damage on a successful [Strike](rules/actions/strike.md), plus `1d10` [persistent fire damage](rules/conditions.md#Persistent%20Damage) on a critical hit. --- + ### Variants #### flaming *Item 8* diff --git a/compendium/equipment/items/flare-beacon-g-g.md b/compendium/equipment/items/flare-beacon-g-g.md index 28e2d4e19..67551f9cf 100644 --- a/compendium/equipment/items/flare-beacon-g-g.md +++ b/compendium/equipment/items/flare-beacon-g-g.md @@ -18,6 +18,7 @@ aliases: ["Flare Beacon"] Flare beacons create an incredibly bright light for a brief period of time. They are often used to signal others to the beacon's location, to coordinate assaults, to request rescue, or for other similar reasons. Higher-level beacons have a radius so large that they can be seen from miles away at night. When you [Activate](rules/actions/activate-an-item.md) a flare beacon, you can either place it on the ground in a space within your reach or toss it up to 60 feet straight up. The beacon then sparks into being, casting bright light in a 20-foot radius and dim light in the next 20 feet for 1 minute. A flare beacon in the air falls at a rate of 10 feet per round. Creatures adjacent to a flare beacon must succeed at a DC 15 Fortitude save or be [dazzled](rules/conditions.md#Dazzled) until they are no longer adjacent to it. --- + ### Variants #### lesser *Item 1* diff --git a/compendium/equipment/items/fleshgem-lotgb.md b/compendium/equipment/items/fleshgem-lotgb.md index 77d42e0da..6393701e1 100644 --- a/compendium/equipment/items/fleshgem-lotgb.md +++ b/compendium/equipment/items/fleshgem-lotgb.md @@ -18,6 +18,7 @@ aliases: ["Fleshgem"] Originally developed as a body modification by oreads, fleshgems are crystals that can be implanted in the skin of a creature of any ancestry. While a fleshgem can be applied anywhere on the body for cosmetic purposes, the most common usage among adventurers is to implant them at the base of the fingers, to be used like brass knuckles. --- + ### Variants #### combat fleshgem *Item 5* diff --git a/compendium/equipment/items/floating-shield.md b/compendium/equipment/items/floating-shield.md index 06f375e99..cdbb60441 100644 --- a/compendium/equipment/items/floating-shield.md +++ b/compendium/equipment/items/floating-shield.md @@ -25,6 +25,7 @@ title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Action ``` --- + ### Variants #### floating shield *Item 11* diff --git a/compendium/equipment/items/focus-cathartic-apg.md b/compendium/equipment/items/focus-cathartic-apg.md index f296d3d12..4adecd1d1 100644 --- a/compendium/equipment/items/focus-cathartic-apg.md +++ b/compendium/equipment/items/focus-cathartic-apg.md @@ -21,6 +21,7 @@ Focus briefly calms your neurons, helping ease [mental](rules/traits/mental.md " When you drink this elixir, the elixir attempts a counteract check with the listed counteract modifier to remove the [confused](rules/conditions.md#Confused) or [stupefied](rules/conditions.md#Stupefied) condition from a single source, using the source of that condition to determine the counteract level and DC. --- + ### Variants #### lesser *Item 2* diff --git a/compendium/equipment/items/folding-boat-lotgb.md b/compendium/equipment/items/folding-boat-lotgb.md index 56c9cd85b..6846de6cc 100644 --- a/compendium/equipment/items/folding-boat-lotgb.md +++ b/compendium/equipment/items/folding-boat-lotgb.md @@ -30,6 +30,7 @@ A folding boat with the [broken](rules/conditions.md#Broken) condition must be r ``` --- + ### Variants #### folding boat *Item 8* diff --git a/compendium/equipment/items/follypops-lotgb.md b/compendium/equipment/items/follypops-lotgb.md index 5256e17ae..bdbf34375 100644 --- a/compendium/equipment/items/follypops-lotgb.md +++ b/compendium/equipment/items/follypops-lotgb.md @@ -21,6 +21,7 @@ These savory breaded snacks stuffed with cheese, peppers, and "secret ingredient During this time, you can unleash magic in the area up to three times as a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait, with an area and damage determined by the type of pop; the third time you use this magic, the effects of your follypops end. All creatures within the area must attempt a DC 27 basic saving throw each time you unleash magic, as noted by the type of pop. --- + ### Variants #### hotpops *Item 0* diff --git a/compendium/equipment/items/fortification.md b/compendium/equipment/items/fortification.md index 3d3b6324f..3771fddd6 100644 --- a/compendium/equipment/items/fortification.md +++ b/compendium/equipment/items/fortification.md @@ -18,6 +18,7 @@ A fortification rune wards against the most deadly attacks. Each time you're critically hit while wearing the etched armor, attempt a DC 17 flat check. On a success, it becomes a normal hit. This property thickens the armor, increasing its Bulk by 1 and the Strength required to reduce its penalties by 2. --- + ### Variants #### fortification *Item 12* diff --git a/compendium/equipment/items/fortunes-coin-tv.md b/compendium/equipment/items/fortunes-coin-tv.md index 1eeaffe42..8f2ced53b 100644 --- a/compendium/equipment/items/fortunes-coin-tv.md +++ b/compendium/equipment/items/fortunes-coin-tv.md @@ -25,6 +25,7 @@ title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Action ``` --- + ### Variants #### fortune's coin *Item 8* diff --git a/compendium/equipment/items/frost-vial.md b/compendium/equipment/items/frost-vial.md index 7fddf44f5..533a7a51d 100644 --- a/compendium/equipment/items/frost-vial.md +++ b/compendium/equipment/items/frost-vial.md @@ -20,6 +20,7 @@ aliases: ["Frost Vial"] The liquid reagents in this vial rapidly absorb heat when exposed to air. A frost vial deals the listed cold damage and cold splash damage. On a hit, the target takes a status penalty to its Speeds until the end of its next turn. Many types of frost vial also grant an item bonus to attack rolls. --- + ### Variants #### lesser *Item 1* diff --git a/compendium/equipment/items/frost.md b/compendium/equipment/items/frost.md index bc6a90b20..ac64694e5 100644 --- a/compendium/equipment/items/frost.md +++ b/compendium/equipment/items/frost.md @@ -17,6 +17,7 @@ aliases: ["Frost"] This weapon is empowered with freezing ice. It deals an additional `1d6` cold damage on a successful [Strike](rules/actions/strike.md). On a critical hit, the target is also [slowed](rules/conditions.md#Slowed) until the end of your next turn unless it succeeds at a DC 24 Fortitude save. --- + ### Variants #### frost *Item 8* diff --git a/compendium/equipment/items/fury-cocktail-tv.md b/compendium/equipment/items/fury-cocktail-tv.md index 4bb2891cb..a901ee2c6 100644 --- a/compendium/equipment/items/fury-cocktail-tv.md +++ b/compendium/equipment/items/fury-cocktail-tv.md @@ -31,6 +31,7 @@ Benefit You gain an item bonus to melee attack rolls and an additional effect de Reflex saves. --- + ### Variants #### lesser *Item 4* diff --git a/compendium/equipment/items/games-lotgb.md b/compendium/equipment/items/games-lotgb.md index a420246ed..8d4e5d775 100644 --- a/compendium/equipment/items/games-lotgb.md +++ b/compendium/equipment/items/games-lotgb.md @@ -13,6 +13,7 @@ aliases: ["Games"] A nigh-infinite assortment of games exist in Golarion. Simple games, including dice, a deck of cards, or dominoes, cost 5 sp. [Board](rules/actions/board-gmg.md) games vary in cost from 1 gp for dexterity games like Bungle, 3 gp for colorful children's games like Cauldron Quest, and 5 gp for complex strategy games like Kingmaker and Abendego Raiders. Lavish game sets can cost much more than these prices, as they are made of expensive components and are intricately crafted works of art unto themselves. --- + ### Variants #### loaded dice *Item 1* diff --git a/compendium/equipment/items/gearbinder-oil-tv.md b/compendium/equipment/items/gearbinder-oil-tv.md index bfd2aef1d..dce666627 100644 --- a/compendium/equipment/items/gearbinder-oil-tv.md +++ b/compendium/equipment/items/gearbinder-oil-tv.md @@ -26,6 +26,7 @@ The oil is effective against articulated constructs and machinery, including man > - **Critical Failure** The target increases its [slowed](rules/conditions.md#Slowed) condition by 2, to a maximum of [slowed](rules/conditions.md#Slowed). --- + ### Variants #### lesser *Item 6* diff --git a/compendium/equipment/items/gecko-pads-g-g.md b/compendium/equipment/items/gecko-pads-g-g.md index 26da855cd..32c35560b 100644 --- a/compendium/equipment/items/gecko-pads-g-g.md +++ b/compendium/equipment/items/gecko-pads-g-g.md @@ -19,6 +19,7 @@ aliases: ["Gecko Pads"] Gecko pads are thin, clockwork devices shaped like palms, which can be strapped onto existing handwear or a creature's hands. When activated, they whir to life and improve your grip on surfaces, while slowly releasing a sticky substance stored within the device's surface to help you climb. The pads give you a climb Speed equal to your Speed as long as your hands are free. --- + ### Variants #### gecko pads *Item 5* diff --git a/compendium/equipment/items/ghost-charge-apg.md b/compendium/equipment/items/ghost-charge-apg.md index e315c934a..e3736e7e0 100644 --- a/compendium/equipment/items/ghost-charge-apg.md +++ b/compendium/equipment/items/ghost-charge-apg.md @@ -20,6 +20,7 @@ aliases: ["Ghost Charge"] These spring-loaded metal canisters contain a mixture of chemicals and salts that drain and disintegrate nearby undead creatures. A ghost charge deals the listed positive damage and splash damage, though as usual for positive damage, this damage harms only undead and creatures with negative healing. Ghost charges are designed to explode even on contact with a spiritual substance, making them ideal for damaging incorporeal undead. A primary target that takes damage from a ghost charge becomes [enfeebled](rules/conditions.md#Enfeebled) until the start of your next turn. Many types grant an item bonus to attack rolls. --- + ### Variants #### lesser *Item 1* diff --git a/compendium/equipment/items/ghostcallers-planchette-tv.md b/compendium/equipment/items/ghostcallers-planchette-tv.md index 5b62739f6..104bfe6d9 100644 --- a/compendium/equipment/items/ghostcallers-planchette-tv.md +++ b/compendium/equipment/items/ghostcallers-planchette-tv.md @@ -35,6 +35,7 @@ title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) ``` --- + ### Variants #### greater ghostcaller's planchette *Item 18* diff --git a/compendium/equipment/items/goggles-of-night.md b/compendium/equipment/items/goggles-of-night.md index 89aafcdeb..8f539bc5a 100644 --- a/compendium/equipment/items/goggles-of-night.md +++ b/compendium/equipment/items/goggles-of-night.md @@ -25,6 +25,7 @@ title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Action ``` --- + ### Variants #### goggles of night *Item 5* diff --git a/compendium/equipment/items/golden-branding-iron-ooa2.md b/compendium/equipment/items/golden-branding-iron-ooa2.md index faa9a6528..17070b71a 100644 --- a/compendium/equipment/items/golden-branding-iron-ooa2.md +++ b/compendium/equipment/items/golden-branding-iron-ooa2.md @@ -20,6 +20,7 @@ aliases: ["Golden Branding Iron"] This talisman is a gold-plated brand that can be affixed to a ranged weapon's stock. When you activate a golden branding iron, you mark the target with your magical sigil. --- + ### Variants #### golden branding iron *Item 5* diff --git a/compendium/equipment/items/golden-cased-bullet-ooa2.md b/compendium/equipment/items/golden-cased-bullet-ooa2.md index a6ad409cd..91bca6e27 100644 --- a/compendium/equipment/items/golden-cased-bullet-ooa2.md +++ b/compendium/equipment/items/golden-cased-bullet-ooa2.md @@ -19,6 +19,7 @@ aliases: ["Golden-Cased Bullet"] The magic-infused metal of this bullet's golden casing allows it to curve just a bit in flight once the bullet has been fired, allowing you to ignore the bonus to AC granted to a target in lesser cover. --- + ### Variants #### standard *Item 4* diff --git a/compendium/equipment/items/golden-rod-memento-lomm.md b/compendium/equipment/items/golden-rod-memento-lomm.md index 704da22ff..517c2f336 100644 --- a/compendium/equipment/items/golden-rod-memento-lomm.md +++ b/compendium/equipment/items/golden-rod-memento-lomm.md @@ -21,10 +21,10 @@ This coin-sized golden pin depicts a bundle of five trimmed tree branches. Once Whenever you violate this code of conduct, one of the golden branches tarnishes (and utterly egregious violations might tarnish multiple branches). During the winter following the curse activating, the pin transforms based on the number of golden branches remaining. -- **5 Branches** The pin either transforms into a pile of golden trinkets whose gold piece value equals your level × 25, or it grants you absolution for your misdeeds as a critically successful [atone](compendium/spells/rituals/atone.md) ritual for any good-aligned faith. You don't need to perform a special quest; your exemplary behavior over the past year qualifies. -- **3-4 Branches** The pin either becomes a non-magical golden pin worth 10 gp, or it grants you absolution for your misdeeds as a successful [atone](compendium/spells/rituals/atone.md) ritual for any good-aligned faith. -- **1-2 Branches** The pin transforms into a leering Krampus face. As long as you wear it, it grants you weakness 5 to bludgeoning damage, and you still can't remove it. -- **0 Branches** The pin transforms into Krampus, who appears in an adjacent space and knows of your misdeeds while wearing the pin. +- **5 Branches.** The pin either transforms into a pile of golden trinkets whose gold piece value equals your level × 25, or it grants you absolution for your misdeeds as a critically successful [atone](compendium/spells/rituals/atone.md) ritual for any good-aligned faith. You don't need to perform a special quest; your exemplary behavior over the past year qualifies. +- **3-4 Branches.** The pin either becomes a non-magical golden pin worth 10 gp, or it grants you absolution for your misdeeds as a successful [atone](compendium/spells/rituals/atone.md) ritual for any good-aligned faith. +- **1-2 Branches.** The pin transforms into a leering Krampus face. As long as you wear it, it grants you weakness 5 to bludgeoning damage, and you still can't remove it. +- **0 Branches.** The pin transforms into Krampus, who appears in an adjacent space and knows of your misdeeds while wearing the pin. --- diff --git a/compendium/equipment/items/golden-silencer-ooa2.md b/compendium/equipment/items/golden-silencer-ooa2.md index f67deec17..57e910f11 100644 --- a/compendium/equipment/items/golden-silencer-ooa2.md +++ b/compendium/equipment/items/golden-silencer-ooa2.md @@ -22,6 +22,7 @@ aliases: ["Golden Silencer"] The Golden Gunners are dreaded for their use of their golden silencers, which they put to good use in clandestine raids. They silence both the loud gunshot and the screams of creatures [wounded](rules/conditions.md#Wounded) by its shot. A weapon with a golden silencer attached emits no light and makes no noise when fired. A target hit by a ranged [Strike](rules/actions/strike.md) from the affixed weapon must succeed at a DC 20 Fortitude save or be silenced as well until the start of its next turn. A silenced creature can't call for help or use sonic abilities, nor can it use abilities with the [auditory](rules/traits/auditory.md "Auditory Effect Trait") trait. This prevents it from casting spells that include verbal components. --- + ### Variants #### standard *Item 6* diff --git a/compendium/equipment/items/goo-grenade-loil.md b/compendium/equipment/items/goo-grenade-loil.md index d3d056b6b..97b9ea113 100644 --- a/compendium/equipment/items/goo-grenade-loil.md +++ b/compendium/equipment/items/goo-grenade-loil.md @@ -20,6 +20,7 @@ aliases: ["Goo Grenade"] A goo grenade is a flask filled with a fast-growing, short-lived alchemical ooze. When you hit a creature with a goo grenade, that creature takes [persistent acid damage](rules/conditions.md#Persistent%20Damage) and a circumstance penalty to its Speeds from the clinging goo. The target can end any penalties, conditions, and [persistent damage](rules/conditions.md#Persistent%20Damage) caused by the bomb by Escaping or spending a total of 3 [Interact](rules/actions/interact.md) actions to pry themselves free of the ooze. These [Interact](rules/actions/interact.md) actions don't have to be consecutive, and other creatures can provide the actions as well. --- + ### Variants #### lesser *Item 1* diff --git a/compendium/equipment/items/goz-mask-sot1.md b/compendium/equipment/items/goz-mask-sot1.md index cf076f6ee..60fa796dd 100644 --- a/compendium/equipment/items/goz-mask-sot1.md +++ b/compendium/equipment/items/goz-mask-sot1.md @@ -25,6 +25,7 @@ You ignore concealment caused by fog, smoke, and other obscuring vapors for 1 mi ``` --- + ### Variants #### goz mask *Item 2* diff --git a/compendium/equipment/items/goz-mask-tv.md b/compendium/equipment/items/goz-mask-tv.md index 0510afaaa..08b6ab2eb 100644 --- a/compendium/equipment/items/goz-mask-tv.md +++ b/compendium/equipment/items/goz-mask-tv.md @@ -25,6 +25,7 @@ title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Action ``` --- + ### Variants #### goz mask *Item 2* diff --git a/compendium/equipment/items/grappling-gun-g-g.md b/compendium/equipment/items/grappling-gun-g-g.md index 4dc55504a..3dbb3002e 100644 --- a/compendium/equipment/items/grappling-gun-g-g.md +++ b/compendium/equipment/items/grappling-gun-g-g.md @@ -15,6 +15,7 @@ aliases: ["Grappling Gun"] This wooden, pistol-like device features a large reel coiled with 100 feet of thin metal cord and can fire a grappling hook up to 100 feet. To reload the grappling gun, you must manually recoil the cord by turning the reel's crank, and then lock in the grappling hook. Reloading a grappling gun takes 1 minute. --- + ### Variants #### grappling gun *Item 0* diff --git a/compendium/equipment/items/grim-sandglass-som.md b/compendium/equipment/items/grim-sandglass-som.md index 2b9bab839..681d73813 100644 --- a/compendium/equipment/items/grim-sandglass-som.md +++ b/compendium/equipment/items/grim-sandglass-som.md @@ -27,6 +27,7 @@ You cast [chill touch](compendium/spells/chill-touch.md). ``` --- + ### Variants #### grim sandglass *Item 3* diff --git a/compendium/equipment/items/grisantian-pelt-armor-lomm.md b/compendium/equipment/items/grisantian-pelt-armor-lomm.md index 7c1abc0b0..8206f0430 100644 --- a/compendium/equipment/items/grisantian-pelt-armor-lomm.md +++ b/compendium/equipment/items/grisantian-pelt-armor-lomm.md @@ -15,6 +15,7 @@ aliases: ["Grisantian Pelt Armor"] Grisantian pelt armor is immune to fire damage, and its Hardness is doubled against piercing or slashing damage. Wearing armor made from grisantian pelt also grants you a +1 circumstance bonus to your AC and saving throws against attacks and spells that deal fire damage. --- + ### Variants #### standard-grade grisantian pelt armor *Item 12* diff --git a/compendium/equipment/items/grisantian-pelt-lomm.md b/compendium/equipment/items/grisantian-pelt-lomm.md index 9295c9cd6..83419bdcb 100644 --- a/compendium/equipment/items/grisantian-pelt-lomm.md +++ b/compendium/equipment/items/grisantian-pelt-lomm.md @@ -14,17 +14,42 @@ aliases: ["Grisantian Pelt"] This supernaturally tough animal skin is gold and shines in sunlight. It can be used to make any item usually made of cloth, leather, or hide. This material is immune to fire, and its Hardness is doubled against piercing or slashing damage. Up to 4 Bulk of grisantian pelt can be harvested from a single creature (this is usually more than enough for 4 suits of standard grade armor or 2 suit of high-grade armor). -| Grisantian Pelt Items | | | | -|-----------------------|--|--|--| -| **Thin Items** | Hardness | HP | BT | -| multiRow | | -| multiRow | | -| **Items** | Hardness | HP | BT | -| multiRow | | -| multiRow | | + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Grisantian Pelt Items
**Thin Items**HardnessHPBT
Standard-grade
High-grade
6
8
24
32
12
16
**Items**HardnessHPBT
Standard-grade
High-grade
9
11
36
44
18
22
--- + ### Variants #### standard-grade grisantian pelt object *Item 12* diff --git a/compendium/equipment/items/grudgestone-tv.md b/compendium/equipment/items/grudgestone-tv.md index f30ebb4f6..6d3b1e91f 100644 --- a/compendium/equipment/items/grudgestone-tv.md +++ b/compendium/equipment/items/grudgestone-tv.md @@ -19,6 +19,7 @@ aliases: ["Grudgestone"] This dull black pebble, ominously cold to the touch and curiously heavy for its size, is typically bound to the affixed weapon inside a strip of cloth wrapped around its grip. When you Activate the grudgestone, your Strikes with the affixed weapon against the triggering creature gain a +3 status bonus to damage rolls for 1 minute or until the target dies, whichever comes first. --- + ### Variants #### grudgestone *Item 7* diff --git a/compendium/equipment/items/guardian-staff-tv.md b/compendium/equipment/items/guardian-staff-tv.md index b4aef61c4..bb1d27845 100644 --- a/compendium/equipment/items/guardian-staff-tv.md +++ b/compendium/equipment/items/guardian-staff-tv.md @@ -32,6 +32,7 @@ You expend a number of charges from the staff to cast a spell from its list. ``` --- + ### Variants #### guardian staff *Item 6* diff --git a/compendium/equipment/items/handcuffs-aoe1.md b/compendium/equipment/items/handcuffs-aoe1.md index f9bd0fa96..ca797b169 100644 --- a/compendium/equipment/items/handcuffs-aoe1.md +++ b/compendium/equipment/items/handcuffs-aoe1.md @@ -19,6 +19,7 @@ To apply handcuffs, you must first grab or restrain your opponent, then attempt If you bind a creature to itself, it takes the same penalties as those imposed by manacles (Core Rulebook 290). If you bind a creature to another creature (including yourself), the two creatures are locked together and must remain in adjacent spaces, and both creatures gain the [clumsy](rules/conditions.md#Clumsy) condition as long as they are handcuffed. If you lock a creature to an immobile object, such as a bar or tree, the creature is [immobilized](rules/conditions.md#Immobilized). (For creatures with an unusual physiology such as more or fewer limbs, the GM determines what effects handcuffs have, if any.) Handcuffs are unlocked via a key and are easier to slip out of than ordinary manacles. The chain between handcuffs can be [Broken](rules/conditions.md#Broken) Open with a single [Athletics](compendium/skills.md#Athletics) check. --- + ### Variants #### average handcuffs *Item 3* diff --git a/compendium/equipment/items/handwraps-of-mighty-blows.md b/compendium/equipment/items/handwraps-of-mighty-blows.md index 1662b1c7b..2fc071ec5 100644 --- a/compendium/equipment/items/handwraps-of-mighty-blows.md +++ b/compendium/equipment/items/handwraps-of-mighty-blows.md @@ -21,6 +21,7 @@ You can upgrade, add, and transfer runes to and from the handwraps just as you w The entries below list the most typical combinations of fundamental runes. --- + ### Variants #### +1 handwraps of mighty blows *Item 2* diff --git a/compendium/equipment/items/hat-of-disagreeable-disguise-tv.md b/compendium/equipment/items/hat-of-disagreeable-disguise-tv.md index a4798d9e3..e575f22bb 100644 --- a/compendium/equipment/items/hat-of-disagreeable-disguise-tv.md +++ b/compendium/equipment/items/hat-of-disagreeable-disguise-tv.md @@ -27,6 +27,7 @@ title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Acti ``` --- + ### Variants #### hat of disagreeable disguise *Item 2* diff --git a/compendium/equipment/items/hat-of-disguise.md b/compendium/equipment/items/hat-of-disguise.md index 4b6c08e96..1e7494b9b 100644 --- a/compendium/equipment/items/hat-of-disguise.md +++ b/compendium/equipment/items/hat-of-disguise.md @@ -27,6 +27,7 @@ While setting up the disguise, you can magically alter the hat to appear as a co ``` --- + ### Variants #### hat of disguise *Item 2* diff --git a/compendium/equipment/items/hat-of-the-magi.md b/compendium/equipment/items/hat-of-the-magi.md index 27f813135..2aa3b6106 100644 --- a/compendium/equipment/items/hat-of-the-magi.md +++ b/compendium/equipment/items/hat-of-the-magi.md @@ -17,6 +17,7 @@ aliases: ["Hat of the Magi"] This hat comes in many forms, such as a colorful turban or a pointy hat with a brim, and can bear symbols or runes. It grants you a +1 item bonus to [Arcana](compendium/skills.md#Arcana) checks and allows you to cast the [prestidigitation](compendium/spells/prestidigitation.md) cantrip as an arcane innate spell. --- + ### Variants #### hat of the magi *Item 3* diff --git a/compendium/equipment/items/hauling-lotgb.md b/compendium/equipment/items/hauling-lotgb.md index 398b48dee..f5b6d25fc 100644 --- a/compendium/equipment/items/hauling-lotgb.md +++ b/compendium/equipment/items/hauling-lotgb.md @@ -28,6 +28,7 @@ This is forced movement. ``` --- + ### Variants #### hauling *Item 6* diff --git a/compendium/equipment/items/healers-gel-som.md b/compendium/equipment/items/healers-gel-som.md index 8b982b930..2644f1c03 100644 --- a/compendium/equipment/items/healers-gel-som.md +++ b/compendium/equipment/items/healers-gel-som.md @@ -17,6 +17,7 @@ aliases: ["Healer's Gel"] An astringent aroma from rare succulent plants wafts off these soothing cloth patches. Adding this material component to a [heal](compendium/spells/heal.md) spell bestows additional temporary Hit Points to one target healed by the spell. These temporary Hit Points last for 1 minute. --- + ### Variants #### lesser *Item 5* diff --git a/compendium/equipment/items/healers-gloves.md b/compendium/equipment/items/healers-gloves.md index cf2509b83..a780b1aff 100644 --- a/compendium/equipment/items/healers-gloves.md +++ b/compendium/equipment/items/healers-gloves.md @@ -25,6 +25,7 @@ title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Action ``` --- + ### Variants #### healer's gloves *Item 4* diff --git a/compendium/equipment/items/healers-tools.md b/compendium/equipment/items/healers-tools.md index 224ebe93d..f4470116c 100644 --- a/compendium/equipment/items/healers-tools.md +++ b/compendium/equipment/items/healers-tools.md @@ -18,6 +18,7 @@ This kit of bandages, herbs, and suturing tools is necessary for [Medicine](comp > You can use the set of tools with one hand if you are wearing it. --- + ### Variants #### Base *Item 0* diff --git a/compendium/equipment/items/healing-potion.md b/compendium/equipment/items/healing-potion.md index 2b0cdeb46..c7522b913 100644 --- a/compendium/equipment/items/healing-potion.md +++ b/compendium/equipment/items/healing-potion.md @@ -20,6 +20,7 @@ aliases: ["Healing Potion"] A healing potion is a vial of a ruby-red liquid that imparts a tingling sensation as the drinker's wounds heal rapidly. When you drink a healing potion, you regain the listed number of Hit Points. --- + ### Variants #### minor *Item 1* diff --git a/compendium/equipment/items/healing-vapor-tv.md b/compendium/equipment/items/healing-vapor-tv.md index 736fc0ba2..a692fbba5 100644 --- a/compendium/equipment/items/healing-vapor-tv.md +++ b/compendium/equipment/items/healing-vapor-tv.md @@ -20,6 +20,7 @@ Healing vapor is a substance that accelerates natural recovery processes by disp When deployed from a sealed container, the vapors fill a 5-foot burst, last for 10 minutes, and can affect up to four living creatures at one time. Any creatures beyond the first four gain no benefit, though if a creature leaves before the duration is over, a new creature that enters can benefit from the mist. A creature benefiting from the vapors regains a number of Hit Points based on the vapor's type. While affected, a creature also gains an item bonus to saving throws against diseases and poisons. If the areas of more than one healing vapor overlap, only the strongest applies to creatures inside overlapping areas. Strong wind disperses the mist, rendering it ineffective while the wind blows. --- + ### Variants #### lesser *Item 4* diff --git a/compendium/equipment/items/heartening-missive-tv.md b/compendium/equipment/items/heartening-missive-tv.md index 7b2dc8465..24dbee0c9 100644 --- a/compendium/equipment/items/heartening-missive-tv.md +++ b/compendium/equipment/items/heartening-missive-tv.md @@ -23,6 +23,7 @@ It alights near the recipient or in their hand. After Activating the missive, th If the missive fails to reach its recipient in 24 hours, it returns to its sender at the same pace, becoming non‑magical when it arrives. After imparting or losing its magic, the missive remains as a normal document. --- + ### Variants #### bull heartening missive *Item 6* diff --git a/compendium/equipment/items/helm-of-underwater-action-tv.md b/compendium/equipment/items/helm-of-underwater-action-tv.md index a758edbb0..b1c3745da 100644 --- a/compendium/equipment/items/helm-of-underwater-action-tv.md +++ b/compendium/equipment/items/helm-of-underwater-action-tv.md @@ -27,6 +27,7 @@ During this time, you have a swim Speed equal to your land Speed. ``` --- + ### Variants #### helm of underwater action *Item 9* diff --git a/compendium/equipment/items/helmsmans-recourse-tv.md b/compendium/equipment/items/helmsmans-recourse-tv.md index 85eebbbfc..d51ca0f8b 100644 --- a/compendium/equipment/items/helmsmans-recourse-tv.md +++ b/compendium/equipment/items/helmsmans-recourse-tv.md @@ -25,6 +25,7 @@ title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actio ``` --- + ### Variants #### helmsman's recourse *Item 5* diff --git a/compendium/equipment/items/holy-prayer-beads.md b/compendium/equipment/items/holy-prayer-beads.md index a6ead821d..46fc00fd6 100644 --- a/compendium/equipment/items/holy-prayer-beads.md +++ b/compendium/equipment/items/holy-prayer-beads.md @@ -28,6 +28,7 @@ Cast [bless](compendium/spells/bless.md) or heal, each once per day. ``` --- + ### Variants #### standard *Item 5* diff --git a/compendium/equipment/items/horned-hand-rests-lotgb.md b/compendium/equipment/items/horned-hand-rests-lotgb.md index 2c68a487d..b1b004864 100644 --- a/compendium/equipment/items/horned-hand-rests-lotgb.md +++ b/compendium/equipment/items/horned-hand-rests-lotgb.md @@ -24,8 +24,8 @@ title: **Activate** [V](rules/core-rulebook/chapter-9-playing-the-game.md#Action **Effect** You trace your finger along the base of the ram horns, with an effect depending on how many actions you spent. -- **[>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")** Your legchair draws force from its momentum. Until the end of this turn, if your legchair Strides, it deals `2d6` additional force damage on its next [Strike](rules/actions/strike.md) and, on a critical success, pushes the target away by 5 feet. -- **[>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action")** Your legchair fires a beam of force from its ram horns. The target takes `4d6` force damage and must attempt a DC 22 Fortitude save. +- **[>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action").** Your legchair draws force from its momentum. Until the end of this turn, if your legchair Strides, it deals `2d6` additional force damage on its next [Strike](rules/actions/strike.md) and, on a critical success, pushes the target away by 5 feet. +- **[>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action").** Your legchair fires a beam of force from its ram horns. The target takes `4d6` force damage and must attempt a DC 22 Fortitude save. > [!success-degree] > - **Critical Success** The target is unaffected. diff --git a/compendium/equipment/items/horseshoes-of-speed.md b/compendium/equipment/items/horseshoes-of-speed.md index 6e832b2fd..51a06e7bd 100644 --- a/compendium/equipment/items/horseshoes-of-speed.md +++ b/compendium/equipment/items/horseshoes-of-speed.md @@ -18,6 +18,7 @@ aliases: ["Horseshoes of Speed"] When you affix these simple iron horseshoes to the hooves of an ordinary horse or a quadrupedal animal companion and the animal companion invests them, that creature gains a +5-foot item bonus to its land Speed and a +2 item bonus to [Athletics](compendium/skills.md#Athletics) checks to [High Jump](rules/actions/high-jump.md) and [Long Jump](rules/actions/long-jump.md). In addition, when it Leaps, it can move 5 feet farther if jumping horizontally or 3 feet higher if jumping vertically. --- + ### Variants #### horseshoes of speed *Item 7* diff --git a/compendium/equipment/items/ice-forge-gw3.md b/compendium/equipment/items/ice-forge-gw3.md index 49d2f24b2..e126c2fae 100644 --- a/compendium/equipment/items/ice-forge-gw3.md +++ b/compendium/equipment/items/ice-forge-gw3.md @@ -14,10 +14,10 @@ aliases: ["Ice Forge"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [structure](rules/traits/structure.md "Structure General Trait") - **Price** 1300 gp -- **Bulk** L (when not activated) While many of the magical wonders created by saumen kar have been destroyed, ice forges, while rare, still see use today among the few individuals who manage to discover and keep one of these portable treasures. When an ice forge isn't activated, it appears to be a small anvil carved from a lump of ice no larger than an apple. While in this state, the ice forge remains cold to the touch but doesn't melt in the presence of high temperatures. It can be used to chill a beverage in a small container, although those who venerate and respect these items' legacy would doubtless find this use to be insulting at best. +- **Bulk** L (when not activated) - **Activate** envision, [Interact](rules/actions/interact.md); **Requirements** The ice forge is in forge form - +While many of the magical wonders created by saumen kar have been destroyed, ice forges, while rare, still see use today among the few individuals who manage to discover and keep one of these portable treasures. When an ice forge isn't activated, it appears to be a small anvil carved from a lump of ice no larger than an apple. While in this state, the ice forge remains cold to the touch but doesn't melt in the presence of high temperatures. It can be used to chill a beverage in a small container, although those who venerate and respect these items' legacy would doubtless find this use to be insulting at best. --- diff --git a/compendium/equipment/items/impact-foam-chassis-g-g.md b/compendium/equipment/items/impact-foam-chassis-g-g.md index 584226275..40ea39b19 100644 --- a/compendium/equipment/items/impact-foam-chassis-g-g.md +++ b/compendium/equipment/items/impact-foam-chassis-g-g.md @@ -17,6 +17,7 @@ aliases: ["Impact Foam Chassis"] While you're wearing an impact foam chassis wrapped around your body, it [Activates](rules/actions/activate-an-item.md) automatically whenever you fall at least 10 feet, causing a layer of soft, flexible impact foam to expand beneath and around you to cushion the fall. The impact foam decreases the falling damage by up to the listed amount, taking damage equal to the amount of falling damage the foam reduced. If this is enough to destroy the foam, it disperses immediately. However, if the foam has any Hit Points remaining, it remains surrounding you for up to 1 minute. While you're surrounded in foam, you are [immobilized](rules/conditions.md#Immobilized) and have standard cover against other creatures, and other creatures have standard cover against you. The foam has an [Escape](rules/actions/escape.md) DC of 15; a creature can also remove it by spending three [Interact](rules/actions/interact.md) actions. You or others can also attack the foam (the foam has an AC of 12), which disperses if reduced to 0 Hit Points. --- + ### Variants #### lesser *Item 1* diff --git a/compendium/equipment/items/impactful-som.md b/compendium/equipment/items/impactful-som.md index 06270198b..0615c4752 100644 --- a/compendium/equipment/items/impactful-som.md +++ b/compendium/equipment/items/impactful-som.md @@ -17,6 +17,7 @@ aliases: ["Impactful"] This rune thrums with pure magical energy. Weapons with the rune deal an additional `1d6` force damage on a successful [Strike](rules/actions/strike.md). On a critical hit, you can choose to force the target to succeed at a DC 27 Fortitude save or be pushed 5 feet away from you. --- + ### Variants #### impactful *Item 10* diff --git a/compendium/equipment/items/implosion-dust-tv.md b/compendium/equipment/items/implosion-dust-tv.md index a37de5c75..7b477a53e 100644 --- a/compendium/equipment/items/implosion-dust-tv.md +++ b/compendium/equipment/items/implosion-dust-tv.md @@ -25,6 +25,7 @@ Sealed in a packet so it can be released in a pressurized puff, implosion dust c > - **Critical Failure** As failure, but the target decreases in size by two steps. --- + ### Variants #### lesser *Item 6* diff --git a/compendium/equipment/items/impossible-cake-lotgb.md b/compendium/equipment/items/impossible-cake-lotgb.md index 3b059c779..2569c6ee9 100644 --- a/compendium/equipment/items/impossible-cake-lotgb.md +++ b/compendium/equipment/items/impossible-cake-lotgb.md @@ -18,6 +18,7 @@ aliases: ["Impossible Cake"] This sleight-of-hand for the taste buds is flavored with absinthe and honey and always resembles something completely unlike a cake, from a pile of armor to a bowl of soup. Eating the cake gives you the confidence to make the impossible seem possible: for 10 minutes after the meal, you gain a +2 item bonus to your [Deception](compendium/skills.md#Deception) checks to [Impersonate](rules/actions/impersonate.md), as well as to [Lie](rules/actions/lie.md) to convince others that you possess knowledge about the type of item that the cake resembles. --- + ### Variants #### impossible cake *Item 3* diff --git a/compendium/equipment/items/indomitable-keepsake-g-g.md b/compendium/equipment/items/indomitable-keepsake-g-g.md index 0e6da923e..cf16dfbb4 100644 --- a/compendium/equipment/items/indomitable-keepsake-g-g.md +++ b/compendium/equipment/items/indomitable-keepsake-g-g.md @@ -20,6 +20,7 @@ aliases: ["Indomitable Keepsake"] This talisman usually takes the form of a small sentimental object carried in a pocket or attached to the inside of a piece of armor. When you activate it, it slows the attack, and you reduce the damage from the triggering critical hit by 10, as the attack destroys the talisman. This effect only reduces the additional damage from a critical hit; it can't reduce the damage below the amount it would deal on a normal hit. --- + ### Variants #### indomitable keepsake *Item 3* diff --git a/compendium/equipment/items/insight-coffee-tv.md b/compendium/equipment/items/insight-coffee-tv.md index 595c422b2..0ae20e66c 100644 --- a/compendium/equipment/items/insight-coffee-tv.md +++ b/compendium/equipment/items/insight-coffee-tv.md @@ -27,6 +27,7 @@ For 1 hour after you drink an insight coffee, you use d8s instead of d6s for you - Toffee [Medicine](compendium/skills.md#Medicine) --- + ### Variants #### lesser *Item 6* diff --git a/compendium/equipment/items/insistent-door-knocker-locg.md b/compendium/equipment/items/insistent-door-knocker-locg.md index 5bb74df73..3f39d57e3 100644 --- a/compendium/equipment/items/insistent-door-knocker-locg.md +++ b/compendium/equipment/items/insistent-door-knocker-locg.md @@ -26,6 +26,7 @@ title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actio ``` --- + ### Variants #### insistent door knocker *Item 6* diff --git a/compendium/equipment/items/inubrix-armor-lotgb.md b/compendium/equipment/items/inubrix-armor-lotgb.md index 43fa6beef..82bc3acc7 100644 --- a/compendium/equipment/items/inubrix-armor-lotgb.md +++ b/compendium/equipment/items/inubrix-armor-lotgb.md @@ -15,6 +15,7 @@ aliases: ["Inubrix Armor"] Inubrix's malleable nature means armor crafted from it is less rigid than usual, though this slightly increased mobility comes at the cost of protection. Metal armor crafted from inubrix gains the flexible armor trait; its item bonus to AC decreases by 1 but its maximum Dexterity bonus increases by 1. --- + ### Variants #### standard-grade inubrix armor *Item 11* diff --git a/compendium/equipment/items/inubrix-lotgb.md b/compendium/equipment/items/inubrix-lotgb.md index 04bd3f5de..2845a563e 100644 --- a/compendium/equipment/items/inubrix-lotgb.md +++ b/compendium/equipment/items/inubrix-lotgb.md @@ -14,20 +14,54 @@ aliases: ["Inubrix"] This pale, malleable metal's unusual molecular structure allows it to partially pass through iron and steel without touching them. While this property is useful for making weapons that bypass metal armor, inubrix is barely sturdier than lead. Even in an alloyed state, this skymetal is so fragile that it's difficult to use in crafting reliable shields and less than ideal for crafting armor. -| Inubrix Items | Hardness | HP | BT | -|---------------|----------|----|----| -| **Thin Items** | | | | -| multiRow | | -| multiRow | | -| **Items** | | | | -| multiRow | | -| multiRow | | -| **Structures** | | | | -| multiRow | | -| multiRow | | + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Inubrix ItemsHardnessHPBT
**Thin Items**
Standard-grade
High-grade
4
7
16
28
8
14
**Items**
Standard-grade
High-grade
8
11
32
44
16
22
**Structures**
Standard-grade
High-grade
17
23
68
92
34
46
--- + ### Variants #### inubrix chunk *Item 0* diff --git a/compendium/equipment/items/inubrix-shield-lotgb.md b/compendium/equipment/items/inubrix-shield-lotgb.md index a32087441..5d00ddced 100644 --- a/compendium/equipment/items/inubrix-shield-lotgb.md +++ b/compendium/equipment/items/inubrix-shield-lotgb.md @@ -15,6 +15,7 @@ aliases: ["Inubrix Shield"] Inubrix is much softer than steel, and it's atypical for it to be used to make shields. An item made by an unskilled smith will dent from a single blow and prove worthless on the battlefield. However, its yielding surface can entrap metal weapons. You can use an inubrix shield (or shield boss or shield spikes on an inubrix shield) to [Disarm](rules/actions/disarm.md) a metal item with the [Athletics](compendium/skills.md#Athletics) skill even if you don't have a free hand; doing so uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls (if any) as an item bonus to the [Athletics](compendium/skills.md#Athletics) check. If you critically fail a check to [Disarm](rules/actions/disarm.md) a metal item using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. On a critical success, you still need a free hand if you want to take the item. --- + ### Variants #### standard-grade inubrix buckler *Item 7* diff --git a/compendium/equipment/items/inubrix-weapon-lotgb.md b/compendium/equipment/items/inubrix-weapon-lotgb.md index 1e4ee674c..6bfbaaace 100644 --- a/compendium/equipment/items/inubrix-weapon-lotgb.md +++ b/compendium/equipment/items/inubrix-weapon-lotgb.md @@ -19,6 +19,7 @@ A weapon crafted from inubrix reduces the weapon's damage die by 1 size. However [Strikes](rules/actions/strike.md) with inubrix weapons don't trigger the Shield Block reaction from a metal shield. Weapons that normally deal `1d4` damage can't be crafted from inubrix. --- + ### Variants #### standard-grade inubrix weapon *Item 11* diff --git a/compendium/equipment/items/invisibility.md b/compendium/equipment/items/invisibility.md index 447f6a289..cd4d40e00 100644 --- a/compendium/equipment/items/invisibility.md +++ b/compendium/equipment/items/invisibility.md @@ -24,6 +24,7 @@ title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Action ``` --- + ### Variants #### invisibility *Item 8* diff --git a/compendium/equipment/items/jolt-coil-tv.md b/compendium/equipment/items/jolt-coil-tv.md index 8538dae55..68fb67d48 100644 --- a/compendium/equipment/items/jolt-coil-tv.md +++ b/compendium/equipment/items/jolt-coil-tv.md @@ -28,6 +28,7 @@ You cast [electric arc](compendium/spells/electric-arc.md). ``` --- + ### Variants #### jolt coil *Item 3* diff --git a/compendium/equipment/items/journeybread-tv.md b/compendium/equipment/items/journeybread-tv.md index 73a1ae2de..a1015a4ad 100644 --- a/compendium/equipment/items/journeybread-tv.md +++ b/compendium/equipment/items/journeybread-tv.md @@ -18,6 +18,7 @@ aliases: ["Journeybread"] Journeybread contains a mix of fruits, nuts, and grains with an alchemical boost. Eating one journeybread provides all the food and water you need for a day. If you subsist on nothing else for a week, you become temporarily immune to journeybread until you eat real food and drink water normally for 24 hours. --- + ### Variants #### journeybread *Item 1* diff --git a/compendium/equipment/items/judgment-thurible-tv.md b/compendium/equipment/items/judgment-thurible-tv.md index 618ff2645..2bd07b19d 100644 --- a/compendium/equipment/items/judgment-thurible-tv.md +++ b/compendium/equipment/items/judgment-thurible-tv.md @@ -35,6 +35,7 @@ title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) ``` --- + ### Variants #### greater judgment thurible *Item 17* diff --git a/compendium/equipment/items/juggernaut-mutagen.md b/compendium/equipment/items/juggernaut-mutagen.md index b4d788487..d4f08b86c 100644 --- a/compendium/equipment/items/juggernaut-mutagen.md +++ b/compendium/equipment/items/juggernaut-mutagen.md @@ -24,6 +24,7 @@ After you drink this mutagen, your body becomes thick and sturdy. You exhibit a **Drawback** You take a –2 penalty to Will saves, [Perception](compendium/skills.md#Perception) checks, and initiative rolls. --- + ### Variants #### lesser *Item 1* diff --git a/compendium/equipment/items/junk-bomb-pfum.md b/compendium/equipment/items/junk-bomb-pfum.md index a6386f3b6..ed135b6ed 100644 --- a/compendium/equipment/items/junk-bomb-pfum.md +++ b/compendium/equipment/items/junk-bomb-pfum.md @@ -20,6 +20,7 @@ aliases: ["Junk Bomb"] This volatile-looking bomb is cobbled together from jagged metal scrap, broken glass, and other bits of razor-sharp fragments, lashed around a core of explosive alchemical slag. A junk bomb deals the listed slashing damage, [persistent bleed damage](rules/conditions.md#Persistent%20Damage), and piercing splash damage. Many types grant an item bonus to attack rolls. --- + ### Variants #### lesser *Item 1* diff --git a/compendium/equipment/items/jyotis-feather-tv.md b/compendium/equipment/items/jyotis-feather-tv.md index 13b772ac3..4542b06db 100644 --- a/compendium/equipment/items/jyotis-feather-tv.md +++ b/compendium/equipment/items/jyotis-feather-tv.md @@ -39,6 +39,7 @@ title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) ``` --- + ### Variants #### greater jyoti's feather *Item 14* diff --git a/compendium/equipment/items/knapsack-of-halflingkind.md b/compendium/equipment/items/knapsack-of-halflingkind.md index 1eb86e9fe..4c5a36679 100644 --- a/compendium/equipment/items/knapsack-of-halflingkind.md +++ b/compendium/equipment/items/knapsack-of-halflingkind.md @@ -24,6 +24,7 @@ The second compartment has no lining. You can pull forth cookware and cooking ut The third compartment is lined with plush purple velvet and contains berry tarts wrapped in parchment paper. A creature can unwrap and eat one tart with an [Interact](rules/actions/interact.md) action to regain `2d8+4` Hit Points. The knapsack produces four tarts per day, which appear at breakfast time. Any tarts not eaten by the end of the day evaporate. --- + ### Variants #### knapsack of halflingkind *Item 9* diff --git a/compendium/equipment/items/lantern.md b/compendium/equipment/items/lantern.md index 2f612d642..ec1ff1cc4 100644 --- a/compendium/equipment/items/lantern.md +++ b/compendium/equipment/items/lantern.md @@ -12,6 +12,7 @@ aliases: ["Lantern"] A lantern sheds bright light and requires 1 pint of [oil](compendium/equipment/items/oil-1-pint.md) to function for 6 hours. --- + ### Variants #### Bull's Eye *Item 0* diff --git a/compendium/equipment/items/leapers-elixir.md b/compendium/equipment/items/leapers-elixir.md index cb7c33a15..356f08daa 100644 --- a/compendium/equipment/items/leapers-elixir.md +++ b/compendium/equipment/items/leapers-elixir.md @@ -18,6 +18,7 @@ aliases: ["Leaper's Elixir"] This tingly solution increases the elasticity and contraction of your leg muscles. For 1 minute after drinking this elixir, you can [High Jump](rules/actions/high-jump.md) or [Long Jump](rules/actions/long-jump.md) as a single action instead of 2 actions. If you do, you don't perform the initial [Stride](rules/actions/stride.md) (nor do you fail if you don't [Stride](rules/actions/stride.md) 10 feet). --- + ### Variants #### lesser *Item 1* diff --git a/compendium/equipment/items/librarian-staff-tv.md b/compendium/equipment/items/librarian-staff-tv.md index d3e249c14..9b5434f95 100644 --- a/compendium/equipment/items/librarian-staff-tv.md +++ b/compendium/equipment/items/librarian-staff-tv.md @@ -33,6 +33,7 @@ You expend a number of charges from the staff to cast a spell from its list. ``` --- + ### Variants #### librarian staff *Item 6* diff --git a/compendium/equipment/items/library-robes-tv.md b/compendium/equipment/items/library-robes-tv.md index 8b50115d3..e572da162 100644 --- a/compendium/equipment/items/library-robes-tv.md +++ b/compendium/equipment/items/library-robes-tv.md @@ -21,6 +21,7 @@ During your daily preparations, choose one spell you know of 5th level or lower. You must provide the minimum amount of materials to [Craft](rules/actions/craft.md) one scroll of that spell (typically half the Price of a scroll of that level plus any extra cost required for the spell). You don't need to be trained in [Crafting](compendium/skills.md#Crafting), nor do you need the Magical [Crafting](compendium/skills.md#Crafting) feat. Using this ability erases any scroll already inscribed on the robe. --- + ### Variants #### library robes *Item 9* diff --git a/compendium/equipment/items/life-boosting-oil-tv.md b/compendium/equipment/items/life-boosting-oil-tv.md index 3ec9b8f37..2e7ee777f 100644 --- a/compendium/equipment/items/life-boosting-oil-tv.md +++ b/compendium/equipment/items/life-boosting-oil-tv.md @@ -21,6 +21,7 @@ aliases: ["Life-Boosting Oil"] When you apply sticky, stinging life-boosting oil, you gain fast healing according to the oil's type that starts the first time you take damage while the oil lasts. Once the fast healing starts, the oil remains effective for 4 rounds. However, the oil lasts only 8 hours, whether it provides fast healing or not. --- + ### Variants #### lesser *Item 3* diff --git a/compendium/equipment/items/life-shot-tv.md b/compendium/equipment/items/life-shot-tv.md index c781aa7b6..0b434ada5 100644 --- a/compendium/equipment/items/life-shot-tv.md +++ b/compendium/equipment/items/life-shot-tv.md @@ -18,6 +18,7 @@ aliases: ["Life Shot"] Life shot is a special cartridge that carries a small dose of elixir of life. A creature hit by activated life shot takes no damage from the successful attack, instead receiving healing and gaining an item bonus to saving throws against diseases and poisons for 1 minute. On a critical hit, roll the healing received twice and take the better result (this is a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect). A target willing to be hit by this attack is [flat-footed](rules/conditions.md#Flat-footed) against it. --- + ### Variants #### minor *Item 2* diff --git a/compendium/equipment/items/lightweave-scarf-tv.md b/compendium/equipment/items/lightweave-scarf-tv.md index 840924635..6ffe0428d 100644 --- a/compendium/equipment/items/lightweave-scarf-tv.md +++ b/compendium/equipment/items/lightweave-scarf-tv.md @@ -36,6 +36,7 @@ title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) ``` --- + ### Variants #### greater lightweave scarf *Item 15* diff --git a/compendium/equipment/items/linguists-dictionary-tv.md b/compendium/equipment/items/linguists-dictionary-tv.md index 71d8e1db2..eff7811d2 100644 --- a/compendium/equipment/items/linguists-dictionary-tv.md +++ b/compendium/equipment/items/linguists-dictionary-tv.md @@ -26,6 +26,7 @@ title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Action ``` --- + ### Variants #### linguist's dictionary *Item 9* diff --git a/compendium/equipment/items/liquid-gold-ooa2.md b/compendium/equipment/items/liquid-gold-ooa2.md index d1aa45a6d..1357efc79 100644 --- a/compendium/equipment/items/liquid-gold-ooa2.md +++ b/compendium/equipment/items/liquid-gold-ooa2.md @@ -20,6 +20,7 @@ aliases: ["Liquid Gold"] This glass vial containing liquid gold is fastened to a weapon by a fine gold chain. --- + ### Variants #### liquid gold *Item 6* diff --git a/compendium/equipment/items/lock.md b/compendium/equipment/items/lock.md index e0528bc06..e371425bf 100644 --- a/compendium/equipment/items/lock.md +++ b/compendium/equipment/items/lock.md @@ -14,6 +14,7 @@ aliases: ["Lock"] Picking a poor lock requires two successful DC 15 [Thievery](compendium/skills.md#Thievery) checks, a simple lock requires three successful DC 20 [Thievery](compendium/skills.md#Thievery) checks, an average lock requires four successes at DC 25, a good lock requires five successes at DC 30, and a superior lock six successes at DC 40. --- + ### Variants #### Poor *Item 0* diff --git a/compendium/equipment/items/lodestone-bomb-tv.md b/compendium/equipment/items/lodestone-bomb-tv.md index 8c8ba7bbb..ff1e11719 100644 --- a/compendium/equipment/items/lodestone-bomb-tv.md +++ b/compendium/equipment/items/lodestone-bomb-tv.md @@ -20,6 +20,7 @@ aliases: ["Lodestone Bomb"] Lodestone bombs hold reactive ionized minerals preserved in a dormant state until [broken](rules/conditions.md#Broken). The bomb grants an item bonus to attack rolls and deals force damage and force splash damage, according to the bomb's type. In addition, a target made of metal, wearing metal armor, or using metal weapons takes [persistent force damage](rules/conditions.md#Persistent%20Damage) and is [clumsy](rules/conditions.md#Clumsy) and [enfeebled](rules/conditions.md#Enfeebled) while taking the [persistent damage](rules/conditions.md#Persistent%20Damage). The [persistent damage](rules/conditions.md#Persistent%20Damage) can last up to 1 minute. --- + ### Variants #### lodestone bomb *Item 12* diff --git a/compendium/equipment/items/luck-blade.md b/compendium/equipment/items/luck-blade.md index d6c936e04..5f41ccd07 100644 --- a/compendium/equipment/items/luck-blade.md +++ b/compendium/equipment/items/luck-blade.md @@ -27,6 +27,7 @@ title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Action ``` --- + ### Variants #### luck blade *Item 17* diff --git a/compendium/equipment/items/lucky-draw-bandolier-g-g.md b/compendium/equipment/items/lucky-draw-bandolier-g-g.md index aa76ca0f5..494086856 100644 --- a/compendium/equipment/items/lucky-draw-bandolier-g-g.md +++ b/compendium/equipment/items/lucky-draw-bandolier-g-g.md @@ -31,6 +31,7 @@ The result determines the type of magical ammunition the card becomes, as per th ``` --- + ### Variants #### lucky draw bandolier *Item 9* diff --git a/compendium/equipment/items/lyrakien-staff-tv.md b/compendium/equipment/items/lyrakien-staff-tv.md index 2794f341b..8bd80ee2b 100644 --- a/compendium/equipment/items/lyrakien-staff-tv.md +++ b/compendium/equipment/items/lyrakien-staff-tv.md @@ -25,6 +25,7 @@ You expend a number of charges from the staff to cast a spell from its list. ``` --- + ### Variants #### lyrakien staff *Item 6* diff --git a/compendium/equipment/items/maestros-instrument.md b/compendium/equipment/items/maestros-instrument.md index 2703a6724..8a300290a 100644 --- a/compendium/equipment/items/maestros-instrument.md +++ b/compendium/equipment/items/maestros-instrument.md @@ -25,6 +25,7 @@ title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actio ``` --- + ### Variants #### lesser *Item 3* diff --git a/compendium/equipment/items/magic-wand.md b/compendium/equipment/items/magic-wand.md index cd8ac8409..c7046e066 100644 --- a/compendium/equipment/items/magic-wand.md +++ b/compendium/equipment/items/magic-wand.md @@ -25,6 +25,7 @@ title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) ``` --- + ### Variants #### 1st-level spell *Item 3* diff --git a/compendium/equipment/items/magnetic-shot-tv.md b/compendium/equipment/items/magnetic-shot-tv.md index a83fc09c2..4c1911c8d 100644 --- a/compendium/equipment/items/magnetic-shot-tv.md +++ b/compendium/equipment/items/magnetic-shot-tv.md @@ -18,6 +18,7 @@ aliases: ["Magnetic Shot"] Shiny gray metal that slightly thrums when touched makes up the metal parts of a magnetic shot. When activated, the shot is more effective against a target wearing metal armor or made of metal. The activated ammunition grants a circumstance bonus to attack rolls against such targets, according to its type. Due to magnetic acceleration, the ammunition deals more damage and has deadlier critical hits, also according to its type. --- + ### Variants #### lesser *Item 7* diff --git a/compendium/equipment/items/magnetic-suit-g-g.md b/compendium/equipment/items/magnetic-suit-g-g.md index ba0f2e7a1..aa64add50 100644 --- a/compendium/equipment/items/magnetic-suit-g-g.md +++ b/compendium/equipment/items/magnetic-suit-g-g.md @@ -19,6 +19,7 @@ This magnetized suit is strapped to your body over your armor or clothes. When y While set to attract, you take a –1 item penalty to your AC against attacks made by metal weapons, while creatures within a 5-foot emanation other than you gain a +1 item bonus to their AC. If set to repel, you gain a +1 item bonus to AC against attacks made with metal weapons. While attracting metal, you gain a +1 item bonus to [Athletics](compendium/skills.md#Athletics) checks to [Climb](rules/actions/climb.md) metal objects and [Grapple](rules/actions/grapple.md) metal creatures and a –1 item penalty to [Athletics](compendium/skills.md#Athletics) checks to [Shove](rules/actions/shove.md) metal creatures. While repelling metal, you gain a +1 item bonus to [Athletics](compendium/skills.md#Athletics) checks to [Shove](rules/actions/shove.md) metal creatures, but you take a –1 item penalty to [Climb](rules/actions/climb.md) metal objects and [Grapple](rules/actions/grapple.md) metal creatures. --- + ### Variants #### magnetic suit *Item 4* diff --git a/compendium/equipment/items/magnetite-scope-g-g.md b/compendium/equipment/items/magnetite-scope-g-g.md index 5d5f87984..463843435 100644 --- a/compendium/equipment/items/magnetite-scope-g-g.md +++ b/compendium/equipment/items/magnetite-scope-g-g.md @@ -24,6 +24,7 @@ The next [Strike](rules/actions/strike.md) you make this round with the gun to w ``` --- + ### Variants #### magnetite Scope *Item 9* diff --git a/compendium/equipment/items/magnifying-scope-g-g.md b/compendium/equipment/items/magnifying-scope-g-g.md index ec06626d0..8c5487162 100644 --- a/compendium/equipment/items/magnifying-scope-g-g.md +++ b/compendium/equipment/items/magnifying-scope-g-g.md @@ -24,6 +24,7 @@ While gazing through the scope, you zoom in on your targets to make it easier to ``` --- + ### Variants #### magnifying Scope *Item 3* diff --git a/compendium/equipment/items/malleable-mixture-lotgb.md b/compendium/equipment/items/malleable-mixture-lotgb.md index d57547c3c..36581b2e7 100644 --- a/compendium/equipment/items/malleable-mixture-lotgb.md +++ b/compendium/equipment/items/malleable-mixture-lotgb.md @@ -19,6 +19,7 @@ aliases: ["Malleable Mixture"] Your bones, muscles, and organs become vastly softer and more pliable. You can fit into and through small or narrow spaces as though you were smaller than your normal size, and you gain an item bonus to your Fortitude and Reflex DCs against attempts to [Grapple](rules/actions/grapple.md), [Shove](rules/actions/shove.md), or [Trip](rules/actions/trip.md) you. --- + ### Variants #### lesser *Item 8* diff --git a/compendium/equipment/items/manacles.md b/compendium/equipment/items/manacles.md index 89f0133c0..34a043013 100644 --- a/compendium/equipment/items/manacles.md +++ b/compendium/equipment/items/manacles.md @@ -14,6 +14,7 @@ aliases: ["Manacles"] You can manacle someone who is willing or otherwise at your mercy as an [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") activity taking 10–30 seconds depending on the creature's size and how many manacles you apply. A two-legged creature with its legs bound takes a –15-foot circumstance penalty to its Speeds, and a two-handed creature with its wrists bound has to succeed at a DC 5 flat check any time it uses a [manipulate](rules/traits/manipulate.md "Manipulate General Trait") action or else that action fails. This DC may be higher depending on how tightly the manacles constrain the hands. A creature bound to a stationary object is immobilized. For creatures with more or fewer limbs, the GM determines what effect manacles have, if any. Freeing a creature from poor manacles requires two successful DC 17 [Thievery](compendium/skills.md#Thievery) checks, simple manacles requires three successes at DC 22, average manacles require four successes at DC 27, good manacles require five successes at DC 32, and superior manacles require six successes at DC 42. --- + ### Variants #### Poor *Item 0* diff --git a/compendium/equipment/items/marvelous-medicines.md b/compendium/equipment/items/marvelous-medicines.md index 1a8b58c91..0a467700a 100644 --- a/compendium/equipment/items/marvelous-medicines.md +++ b/compendium/equipment/items/marvelous-medicines.md @@ -23,6 +23,7 @@ You can activate the tools when you use them to [Treat Poison](rules/actions/tre ``` --- + ### Variants #### standard *Item 12* diff --git a/compendium/equipment/items/mask-lotgb.md b/compendium/equipment/items/mask-lotgb.md index e0d9408d0..100ef2ac3 100644 --- a/compendium/equipment/items/mask-lotgb.md +++ b/compendium/equipment/items/mask-lotgb.md @@ -13,6 +13,7 @@ aliases: ["Mask"] A mask helps you use the [Impersonate](rules/actions/impersonate.md) action to pass yourself off as someone you aren't. --- + ### Variants #### ordinary mask *Item 0* diff --git a/compendium/equipment/items/mask-of-the-banshee-apg.md b/compendium/equipment/items/mask-of-the-banshee-apg.md index b0d64871f..3b9b0cd32 100644 --- a/compendium/equipment/items/mask-of-the-banshee-apg.md +++ b/compendium/equipment/items/mask-of-the-banshee-apg.md @@ -27,6 +27,7 @@ title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actio ``` --- + ### Variants #### mask of the banshee *Item 9* diff --git a/compendium/equipment/items/material-essence-disruptor-g-g.md b/compendium/equipment/items/material-essence-disruptor-g-g.md index bddcce143..06c3c92c8 100644 --- a/compendium/equipment/items/material-essence-disruptor-g-g.md +++ b/compendium/equipment/items/material-essence-disruptor-g-g.md @@ -18,6 +18,7 @@ aliases: ["Material Essence Disruptor"] A material essence disruptor emits bursts of disordered energy to break down the structure of a spell that manipulates material essence. Attempt to counteract an active [arcane](rules/traits/arcane.md "Arcane Tradition Trait") or [primal](rules/traits/primal.md "Primal Tradition Trait") spell within the listed range, with the listed counteract modifier and counteract level. --- + ### Variants #### lesser *Item 3* diff --git a/compendium/equipment/items/medusas-scream-apg.md b/compendium/equipment/items/medusas-scream-apg.md index b3e24c36a..577d09a15 100644 --- a/compendium/equipment/items/medusas-scream-apg.md +++ b/compendium/equipment/items/medusas-scream-apg.md @@ -27,6 +27,7 @@ title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actio ``` --- + ### Variants #### medusa's scream *Item 13* diff --git a/compendium/equipment/items/menacing-tv.md b/compendium/equipment/items/menacing-tv.md index 6b4186fdc..087878fd4 100644 --- a/compendium/equipment/items/menacing-tv.md +++ b/compendium/equipment/items/menacing-tv.md @@ -16,6 +16,7 @@ aliases: ["Menacing"] Common among brutes who use the magic to scare others into compliance, menacing runes lend you a formidable appearance, granting you a +1 item bonus to [Intimidation](compendium/skills.md#Intimidation) checks to [Coerce](rules/actions/coerce.md) others. --- + ### Variants #### menacing *Item 3* diff --git a/compendium/equipment/items/mentalists-staff.md b/compendium/equipment/items/mentalists-staff.md index 19ee4e029..6ab132712 100644 --- a/compendium/equipment/items/mentalists-staff.md +++ b/compendium/equipment/items/mentalists-staff.md @@ -25,6 +25,7 @@ You expend a number of charges from the staff to cast a spell from its list. ``` --- + ### Variants #### mentalist's staff *Item 4* diff --git a/compendium/equipment/items/messenger-missive-tv.md b/compendium/equipment/items/messenger-missive-tv.md index 882bfb92f..e3058f07a 100644 --- a/compendium/equipment/items/messenger-missive-tv.md +++ b/compendium/equipment/items/messenger-missive-tv.md @@ -19,6 +19,7 @@ aliases: ["Messenger Missive"] A messenger missive sends itself. When composing the missive, you write a location upon it. You can also include an individual creature you expect to be in that location as a recipient; if you don't, the first creature in the location to touch the missive is treated as the recipient. Once you finish composing the missive, it folds itself into the shape of a bird and Flies at a Speed of 45 feet (15 miles per hour) toward the location for up to 24 hours. It alights near its recipient or in their hand. When activated, the missive becomes non‑magical but retains its contents. If it fails to reach its recipient in 24 hours, the missive burns to ash. --- + ### Variants #### messenger missive *Item 4* diff --git a/compendium/equipment/items/messengers-ring.md b/compendium/equipment/items/messengers-ring.md index 0e5133bbc..b998f74a9 100644 --- a/compendium/equipment/items/messengers-ring.md +++ b/compendium/equipment/items/messengers-ring.md @@ -25,6 +25,7 @@ title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Acti ``` --- + ### Variants #### messenger's ring *Item 9* diff --git a/compendium/equipment/items/metalmist-sphere-lopsg.md b/compendium/equipment/items/metalmist-sphere-lopsg.md index edc56ffe4..5a40814be 100644 --- a/compendium/equipment/items/metalmist-sphere-lopsg.md +++ b/compendium/equipment/items/metalmist-sphere-lopsg.md @@ -18,6 +18,7 @@ aliases: ["Metalmist Sphere"] This sphere contains small fragments of thunderstones within a colloidal suspension of a precious metal. When you twist the sphere, it creates an opaque mist in a burst centered on one corner of your space. Creatures within that area are [concealed](rules/conditions.md#Concealed), and all other creatures are [concealed](rules/conditions.md#Concealed) to them. Any creature with a weakness to the precious metal that starts its turn in the mist takes damage equal to its weakness. The mist lasts for 1 minute or until dispersed by a strong wind. Most metalmist spheres are filled with silver or cold iron, but more expensive versions containing other ingredients might exist. --- + ### Variants #### lesser *Item 3* diff --git a/compendium/equipment/items/meteor-shot-g-g.md b/compendium/equipment/items/meteor-shot-g-g.md index 68e367e3f..71843a1e7 100644 --- a/compendium/equipment/items/meteor-shot-g-g.md +++ b/compendium/equipment/items/meteor-shot-g-g.md @@ -26,6 +26,7 @@ In addition, the [Strike](rules/actions/strike.md) gains the following critical > - **Critical Failure** The weapon misfires. --- + ### Variants #### meteor shot *Item 7* diff --git a/compendium/equipment/items/midday-lantern-sot4.md b/compendium/equipment/items/midday-lantern-sot4.md index da25802ae..957ebd583 100644 --- a/compendium/equipment/items/midday-lantern-sot4.md +++ b/compendium/equipment/items/midday-lantern-sot4.md @@ -26,6 +26,7 @@ title: **Activate** [V](rules/core-rulebook/chapter-9-playing-the-game.md#Action ``` --- + ### Variants #### lesser *Item 6* diff --git a/compendium/equipment/items/mirror-goggles-tv.md b/compendium/equipment/items/mirror-goggles-tv.md index 79f04c50c..120b4cc1e 100644 --- a/compendium/equipment/items/mirror-goggles-tv.md +++ b/compendium/equipment/items/mirror-goggles-tv.md @@ -25,6 +25,7 @@ title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Action ``` --- + ### Variants #### lesser mirror goggles *Item 5* diff --git a/compendium/equipment/items/mistform-elixir.md b/compendium/equipment/items/mistform-elixir.md index 91ef65d87..099707a3a 100644 --- a/compendium/equipment/items/mistform-elixir.md +++ b/compendium/equipment/items/mistform-elixir.md @@ -20,6 +20,7 @@ aliases: ["Mistform Elixir"] A faint mist emanates from your skin, making you [concealed](rules/conditions.md#Concealed) for the listed duration. As usual being [concealed](rules/conditions.md#Concealed) when your position is still obvious, you can't use this concealment to [Hide](rules/actions/hide.md) or [Sneak](rules/actions/sneak.md). --- + ### Variants #### lesser *Item 4* diff --git a/compendium/equipment/items/mithral-armor.md b/compendium/equipment/items/mithral-armor.md index 467ee07dc..b551a1b42 100644 --- a/compendium/equipment/items/mithral-armor.md +++ b/compendium/equipment/items/mithral-armor.md @@ -15,6 +15,7 @@ aliases: ["Mithral Armor"] Mithral armor is 1 Bulk lighter than normal (or light Bulk if its normal Bulk is 1, with no effect on armor that normally has light Bulk). It's easier to wear than normal metal armor, reducing the Strength score necessary to ignore its check penalty by 2 and reducing its Speed penalty by 5 feet. --- + ### Variants #### standard-grade mithral armor *Item 12* diff --git a/compendium/equipment/items/mithral-shield.md b/compendium/equipment/items/mithral-shield.md index b84840b0f..9614f5b73 100644 --- a/compendium/equipment/items/mithral-shield.md +++ b/compendium/equipment/items/mithral-shield.md @@ -16,6 +16,7 @@ aliases: ["Mithral Shield"] Mithral shields are 1 Bulk lighter than normal (or light Bulk if their normal Bulk is 1, with no effect on a shield that normally has light Bulk). When used for a shield bash, they are treated as silver weapons. --- + ### Variants #### standard-grade mithral buckler *Item 8* diff --git a/compendium/equipment/items/mithral-weapon.md b/compendium/equipment/items/mithral-weapon.md index 1558a790f..6a4615a50 100644 --- a/compendium/equipment/items/mithral-weapon.md +++ b/compendium/equipment/items/mithral-weapon.md @@ -15,6 +15,7 @@ aliases: ["Mithral Weapon"] Mithral weapons are slightly lighter than silver. A mithral weapon is 1 Bulk lighter than normal (or light Bulk if its normal Bulk is 1, with no effect on a weapon that normally has light Bulk). --- + ### Variants #### standard-grade mithral weapon *Item 11* diff --git a/compendium/equipment/items/mithral.md b/compendium/equipment/items/mithral.md index b3f38b70b..51e0d1e8a 100644 --- a/compendium/equipment/items/mithral.md +++ b/compendium/equipment/items/mithral.md @@ -14,20 +14,54 @@ aliases: ["Mithral"] Mithral is renowned for its lightness, durability, and effectiveness against a range of creatures including devils and lycanthropes. It has the same sheen as silver but a slightly lighter hue. Mithral weapons and armor are treated as if they were silver for the purpose of damaging creatures with weakness to silver. A metal item made of mithral is lighter than one made of iron or steel: the item's Bulk is reduced by 1 (reduced to light Bulk if its normal Bulk is 1, with no effect on an item that normally has light Bulk). The Price of an item made of this material is based on the item's normal Bulk, not its reduced Bulk for being made of mithral, but reduce the Bulk before making any further Bulk adjustments for the size of the item. -| Mithral Items | Hardness | HP | BT | -|---------------|----------|----|----| -| **Thin Items** | | | | -| multiRow | | -| multiRow | | -| **Items** | | | | -| multiRow | | -| multiRow | | -| **Structures** | | | | -| multiRow | | -| multiRow | | + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Mithral ItemsHardnessHPBT
**Thin Items**
Standard-grade
High-grade
5
8
20
32
10
16
**Items**
Standard-grade
High-grade
9
12
36
48
18
24
**Structures**
Standard-grade
High-grade
18
24
72
96
36
48
--- + ### Variants #### mithral chunk *Item 0* diff --git a/compendium/equipment/items/moonlit-spellgun-tv.md b/compendium/equipment/items/moonlit-spellgun-tv.md index 262029f35..7a2b37a55 100644 --- a/compendium/equipment/items/moonlit-spellgun-tv.md +++ b/compendium/equipment/items/moonlit-spellgun-tv.md @@ -30,6 +30,7 @@ The spellgun emits a silvery ray of pure moonlight that deals fire damage depend > - **Success** The target takes full damage and is [dazzled](rules/conditions.md#Dazzled) until the start of your next turn. --- + ### Variants #### minor *Item 2* diff --git a/compendium/equipment/items/musical-instrument.md b/compendium/equipment/items/musical-instrument.md index 4e795ddfe..c2e3cb89a 100644 --- a/compendium/equipment/items/musical-instrument.md +++ b/compendium/equipment/items/musical-instrument.md @@ -13,6 +13,7 @@ aliases: ["Musical Instrument"] Handheld instruments include bagpipes, a small set of chimes, small drums, fiddles and viols, flutes and recorders, small harps, lutes, trumpets, and similarly sized instruments. The GM might rule that an especially large handheld instrument (like a tuba) has greater Bulk. Heavy instruments such as large drums, a full set of chimes, and keyboard instruments are less portable and generally need to be stationary while being played. --- + ### Variants #### Handheld *Item 0* diff --git a/compendium/equipment/items/necklace-of-fireballs.md b/compendium/equipment/items/necklace-of-fireballs.md index 07e544162..20277f7cb 100644 --- a/compendium/equipment/items/necklace-of-fireballs.md +++ b/compendium/equipment/items/necklace-of-fireballs.md @@ -26,6 +26,7 @@ You detach a sphere from the necklace, causing it to glow with orange light. Aft ``` --- + ### Variants #### I *Item 5* diff --git a/compendium/equipment/items/necrotic-bomb-av3.md b/compendium/equipment/items/necrotic-bomb-av3.md index fdbdb1d47..c0a17044f 100644 --- a/compendium/equipment/items/necrotic-bomb-av3.md +++ b/compendium/equipment/items/necrotic-bomb-av3.md @@ -22,6 +22,7 @@ Necrotic bombs combine reagents most people consider disgusting at best and unho Many types grant an item bonus to attack rolls. --- + ### Variants #### lesser *Item 1* diff --git a/compendium/equipment/items/nevercold-tv.md b/compendium/equipment/items/nevercold-tv.md index 26c429cd9..c54217048 100644 --- a/compendium/equipment/items/nevercold-tv.md +++ b/compendium/equipment/items/nevercold-tv.md @@ -18,6 +18,7 @@ aliases: ["Nevercold"] Nevercold, sometimes mistakenly referred to as nevercoal, is the charcoal left after wildfires in the First World. True to its name, nevercold remains warm to the touch. If you use nevercold to cast [fire shield](compendium/spells/fire-shield.md), the spell's duration increases by 1 minute, the cold resistance you gain from it lasts 1 hour, and you're protected from the effects of severe cold for 8 hours. --- + ### Variants #### nevercold *Item 10* diff --git a/compendium/equipment/items/noqual-armor-lotgb.md b/compendium/equipment/items/noqual-armor-lotgb.md index 81bac807b..96236d7f8 100644 --- a/compendium/equipment/items/noqual-armor-lotgb.md +++ b/compendium/equipment/items/noqual-armor-lotgb.md @@ -17,6 +17,7 @@ The mere sight of a suit of noqual armor is enough to make some opposing spellca While wearing noqual armor, you gain a +1 circumstance bonus to AC against spell attack rolls. If you [Cast a Spell](rules/actions/cast-a-spell.md) while wearing noqual armor, you must succeed at a DC 5 flat check or the spell fails. --- + ### Variants #### standard-grade noqual armor *Item 12* diff --git a/compendium/equipment/items/noqual-lotgb.md b/compendium/equipment/items/noqual-lotgb.md index 4645af83a..d65116dbe 100644 --- a/compendium/equipment/items/noqual-lotgb.md +++ b/compendium/equipment/items/noqual-lotgb.md @@ -14,20 +14,54 @@ aliases: ["Noqual"] Light and strong, noqual also demonstrates a powerful resistance to magic. A side effect of this resistance is that making magical weapons out of noqual requires complex and expensive alchemical treatments. Kevoth-Kul, the Black Sovereign of Numeria, has developed an alloy of noqual and cold iron known as sovereign steel to help mitigate this property. The metal's crystalline appearance might suggest that it's fragile, but the pale-green material can be worked similarly to iron. Objects made of noqual have a +4 circumstance bonus on saves against magic that the item attempts and grant their bonus to saves the owner makes specifically to protect the item from magic (such as against the [rusting grasp](compendium/spells/rusting-grasp-apg.md) spell). -| Noqual Items | Hardness | HP | BT | -|--------------|----------|----|----| -| **Thin Items** | | | | -| multiRow | | -| multiRow | | -| **Items** | | | | -| multiRow | | -| multiRow | | -| **Structures** | | | | -| multiRow | | -| multiRow | | + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Noqual ItemsHardnessHPBT
**Thin Items**
Standard-grade
High-grade
6
10
24
40
12
20
**Items**
Standard-grade
High-grade
10
13
40
52
20
26
**Structures**
Standard-grade
High-grade
20
26
80
104
40
52
--- + ### Variants #### noqual chunk *Item 0* diff --git a/compendium/equipment/items/noqual-shield-lotgb.md b/compendium/equipment/items/noqual-shield-lotgb.md index 2d95276dc..3ce5036fd 100644 --- a/compendium/equipment/items/noqual-shield-lotgb.md +++ b/compendium/equipment/items/noqual-shield-lotgb.md @@ -16,6 +16,7 @@ aliases: ["Noqual Shield"] Noqual shields are notoriously difficult to make, requiring high-grade materials, but they're especially effective against magic. When you have a noqual shield Raised, you gain its circumstance bonus to saving throws against spells that target you (as well as AC). Additionally, while the shield is Raised, when an opponent casting a spell that targets you critically fails a spell attack roll against your AC, you can reflect the spell back toward them as a reaction. Attempt a ranged attack roll against the triggering creature using your highest proficiency with a ranged weapon. If you succeed, your opponent takes the effects of a successful spell attack roll for their own spell (or the effects of a critical success if your attack roll was a critical success). --- + ### Variants #### high-grade noqual buckler *Item 17* diff --git a/compendium/equipment/items/noqual-weapon-lotgb.md b/compendium/equipment/items/noqual-weapon-lotgb.md index 6e603fa5e..13c472bb7 100644 --- a/compendium/equipment/items/noqual-weapon-lotgb.md +++ b/compendium/equipment/items/noqual-weapon-lotgb.md @@ -17,6 +17,7 @@ Noqual weapons are inimical to summoned creatures and spell effects that can be Against such targets, a [Strike](rules/actions/strike.md) with a noqual weapon gains a circumstance bonus to damage equal to twice the number of weapon damage dice. In addition, noqual weapons disrupt spellcasters' concentration, causing them to become [stupefied](rules/conditions.md#Stupefied) for 1 round on a critical hit. --- + ### Variants #### standard-grade noqual weapon *Item 12* diff --git a/compendium/equipment/items/nosoi-charm-ngd.md b/compendium/equipment/items/nosoi-charm-ngd.md index be3ba3a69..d7edd13d5 100644 --- a/compendium/equipment/items/nosoi-charm-ngd.md +++ b/compendium/equipment/items/nosoi-charm-ngd.md @@ -33,6 +33,7 @@ title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Action ``` --- + ### Variants #### nosoi charm *Item 12* diff --git a/compendium/equipment/items/noxious-incense-som.md b/compendium/equipment/items/noxious-incense-som.md index bcd00b898..298bd9e93 100644 --- a/compendium/equipment/items/noxious-incense-som.md +++ b/compendium/equipment/items/noxious-incense-som.md @@ -17,6 +17,7 @@ aliases: ["Noxious Incense"] Sold only in single sticks, this foul incense comes coated with a bevy of alchemical smoke that activates in the presence of intense heat, releasing its namesake pungent odor. Adding this catalyst to a [wall of fire](compendium/spells/wall-of-fire.md) spell fills all squares adjacent to the wall with thick, foul smoke. Creatures in this area are [concealed](rules/conditions.md#Concealed), and other creatures are [concealed](rules/conditions.md#Concealed) to creatures in the area. The smoke lasts for the duration of the spell. --- + ### Variants #### noxious incense *Item 9* diff --git a/compendium/equipment/items/numbing-tonic-tv.md b/compendium/equipment/items/numbing-tonic-tv.md index ee28e1d0a..ce0392394 100644 --- a/compendium/equipment/items/numbing-tonic-tv.md +++ b/compendium/equipment/items/numbing-tonic-tv.md @@ -18,6 +18,7 @@ aliases: ["Numbing Tonic"] Numbing tonic makes it easier to push through the pain of battle and shrug off otherwise debilitating blows. You gain the listed temporary Hit Points when you drink the elixir, and again at the start of each of your turns for 1 minute. --- + ### Variants #### minor *Item 1* diff --git a/compendium/equipment/items/oil-of-object-animation-apg.md b/compendium/equipment/items/oil-of-object-animation-apg.md index 82e49e161..556d099ed 100644 --- a/compendium/equipment/items/oil-of-object-animation-apg.md +++ b/compendium/equipment/items/oil-of-object-animation-apg.md @@ -22,6 +22,7 @@ This fine golden oil comes in a small blue canister. Carefully spreading the oil This animated object has the [minion](rules/traits/minion.md "Minion Creature Trait") trait, meaning it can use 2 actions when you Command it. You can issue a Command for the current turn as part of the activation. The object remains animated for 1 minute before falling inert. As usual, you can have a maximum of four minions under your control. --- + ### Variants #### oil of object animation *Item 8* diff --git a/compendium/equipment/items/oil-of-ownership-tv.md b/compendium/equipment/items/oil-of-ownership-tv.md index b2451b17b..74b9e49b5 100644 --- a/compendium/equipment/items/oil-of-ownership-tv.md +++ b/compendium/equipment/items/oil-of-ownership-tv.md @@ -19,6 +19,7 @@ aliases: ["Oil of Ownership"] You can coat objects of 6 Bulk or less with oil of ownership, or "red‑handed oil" as some call it. Once applied, this clear oil remains active for 24 hours. Anyone who touches an object coated with this oil comes away with a red stain that won't wash off for a length of time that depends on the oil's type. --- + ### Variants #### lesser *Item 3* diff --git a/compendium/equipment/items/oil-of-unlife-apg.md b/compendium/equipment/items/oil-of-unlife-apg.md index c4b1ca568..27346e9ff 100644 --- a/compendium/equipment/items/oil-of-unlife-apg.md +++ b/compendium/equipment/items/oil-of-unlife-apg.md @@ -22,6 +22,7 @@ This thin, black liquid imparts a bone-deep chill while rapidly repairing an und You can pour oil of unlife on an incorporeal undead; in this case, the creature absorbs the oil into itself. --- + ### Variants #### minor *Item 1* diff --git a/compendium/equipment/items/oil-of-weightlessness.md b/compendium/equipment/items/oil-of-weightlessness.md index e8c9318e6..d51a530a4 100644 --- a/compendium/equipment/items/oil-of-weightlessness.md +++ b/compendium/equipment/items/oil-of-weightlessness.md @@ -19,6 +19,7 @@ aliases: ["Oil of Weightlessness"] You can spread this shimmering oil on an item of 1 Bulk or less to make it feel weightless. It has negligible Bulk for 1 hour. --- + ### Variants #### oil of weightlessness *Item 2* diff --git a/compendium/equipment/items/olfactory-obfuscator-apg.md b/compendium/equipment/items/olfactory-obfuscator-apg.md index 0e1a97d6c..a1cc029a2 100644 --- a/compendium/equipment/items/olfactory-obfuscator-apg.md +++ b/compendium/equipment/items/olfactory-obfuscator-apg.md @@ -18,6 +18,7 @@ aliases: ["Olfactory Obfuscator"] This frothing fluid causes the drinker's body to exude trace odorabsorbing oils. For the listed duration after drinking this elixir, your scent is nearly unnoticeable. Creatures with imprecise scent don't detect you with that sense unless they [Seek](rules/actions/seek.md) for you, and you are [concealed](rules/conditions.md#Concealed) from creatures that perceive you with precise scent. You gain a +4 item bonus against attempts to [Seek](rules/actions/seek.md) you by creatures using only scent-based senses; if they use any other senses as well, the bonus doesn't apply. --- + ### Variants #### olfactory obfuscator *Item 3* diff --git a/compendium/equipment/items/ooze-ammunition-tv.md b/compendium/equipment/items/ooze-ammunition-tv.md index 91362f826..fed283569 100644 --- a/compendium/equipment/items/ooze-ammunition-tv.md +++ b/compendium/equipment/items/ooze-ammunition-tv.md @@ -18,6 +18,7 @@ aliases: ["Ooze Ammunition"] Ooze ammunition is a capsule containing a sticky substance. If you hit a creature with activated ooze ammunition, it deals acid damage instead of its normal damage type, and the creature then takes the listed penalty to Speed and [persistent acid damage](rules/conditions.md#Persistent%20Damage) until it ends the effects. On a critical hit, the creature is [immobilized](rules/conditions.md#Immobilized) for 1 round in addition to the other effects. The target can end the effects by Escaping the sticky foam. These [Escape](rules/actions/escape.md) actions don't need to be consecutive, and other creatures can provide the actions, although doing so deals half the ammunition's [persistent acid damage](rules/conditions.md#Persistent%20Damage) to the assisting creature. A creature that ends the effect still takes the [persistent damage](rules/conditions.md#Persistent%20Damage) that turn. --- + ### Variants #### lesser *Item 2* diff --git a/compendium/equipment/items/oozepick-loil.md b/compendium/equipment/items/oozepick-loil.md index c7320e8db..e228fef8a 100644 --- a/compendium/equipment/items/oozepick-loil.md +++ b/compendium/equipment/items/oozepick-loil.md @@ -19,6 +19,7 @@ aliases: ["Oozepick"] You can pour this silver ooze into a lock or similar mechanism to create a set of malleable lockpicks and tools that conform to internal mechanisms. The ooze is treated as a set of thieves' tools that last for 1 hour and provide a +2 item bonus to [Thievery](compendium/skills.md#Thievery) checks to Pick Lock or Disable Device against the mechanism into which they were first poured. --- + ### Variants #### oozepick *Item 4* diff --git a/compendium/equipment/items/orichalcum-armor.md b/compendium/equipment/items/orichalcum-armor.md index 54566241b..21bad3d20 100644 --- a/compendium/equipment/items/orichalcum-armor.md +++ b/compendium/equipment/items/orichalcum-armor.md @@ -15,6 +15,7 @@ aliases: ["Orichalcum Armor"] Orichalcum armor can be etched with four magic property runes instead of three due to the magical empowerment of orichalcum. If you are wearing armor made of orichalcum, the armor grants you insights into the future, granting you a +1 circumstance bonus to initiative rolls. --- + ### Variants #### high-grade orichalcum armor *Item 20* diff --git a/compendium/equipment/items/orichalcum-shield.md b/compendium/equipment/items/orichalcum-shield.md index fceac414a..65202d93d 100644 --- a/compendium/equipment/items/orichalcum-shield.md +++ b/compendium/equipment/items/orichalcum-shield.md @@ -16,6 +16,7 @@ aliases: ["Orichalcum Shield"] Orichalcum shields' time-bending properties are particularly useful for keeping them intact. The first time each day an orichalcum shield would be destroyed, it is instead left with 1 Hit Point and the [broken](rules/conditions.md#Broken) condition. --- + ### Variants #### high-grade orichalcum buckler *Item 17* diff --git a/compendium/equipment/items/orichalcum-weapon.md b/compendium/equipment/items/orichalcum-weapon.md index 67e9228f0..f63ad6dde 100644 --- a/compendium/equipment/items/orichalcum-weapon.md +++ b/compendium/equipment/items/orichalcum-weapon.md @@ -17,6 +17,7 @@ Orichalcum weapons can have four magic property runes instead of three. Due to orichalcum's temporal properties, etching the speed weapon property rune onto an orichalcum weapon costs half the normal Price (though transferring the rune to a weapon made of another material requires you to first pay the remaining Price and then pay the cost to transfer). --- + ### Variants #### high-grade orichalcum weapon *Item 18* diff --git a/compendium/equipment/items/orichalcum.md b/compendium/equipment/items/orichalcum.md index 5ca3b4221..cb5456a12 100644 --- a/compendium/equipment/items/orichalcum.md +++ b/compendium/equipment/items/orichalcum.md @@ -14,17 +14,54 @@ aliases: ["Orichalcum"] The most rare and valuable skymetal, orichalcum is coveted for its incredible time-related magical properties. This dull, coppery metal isn't as physically sturdy as adamantine, but orichalcum's time-bending properties protect it, granting it greater Hardness and Hit Points. If an orichalcum item takes damage but isn't destroyed, it repairs itself completely 24 hours later. -| Orichalcum Items | Hardness | HP | BT | -|------------------|----------|----|----| -| **Thin Items** | | | | -| multiRow | | -| **Items** | | | | -| multiRow | | -| **Structures** | | | | -| multiRow | | + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Orichalcum ItemsHardnessHPBT
**Thin Items**
High-grade166432
**Items**
High-grade187236
**Structures**
High-grade3514070
--- + ### Variants #### orichalcum chunk *Item 0* diff --git a/compendium/equipment/items/ouroboros-flail-som.md b/compendium/equipment/items/ouroboros-flail-som.md index 7f25b64bd..d1bb782d8 100644 --- a/compendium/equipment/items/ouroboros-flail-som.md +++ b/compendium/equipment/items/ouroboros-flail-som.md @@ -35,6 +35,7 @@ This severs a usable 60-foot loop of chain from the flail, which instantly retur ``` --- + ### Variants #### ouroboros flail *Item 14* diff --git a/compendium/equipment/items/paired-lotgb.md b/compendium/equipment/items/paired-lotgb.md index c887efa99..72797b9a8 100644 --- a/compendium/equipment/items/paired-lotgb.md +++ b/compendium/equipment/items/paired-lotgb.md @@ -26,6 +26,7 @@ title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Action ``` --- + ### Variants #### paired runes *Item 5* diff --git a/compendium/equipment/items/peachwood-botd.md b/compendium/equipment/items/peachwood-botd.md index 30e283fea..efba9aa1e 100644 --- a/compendium/equipment/items/peachwood-botd.md +++ b/compendium/equipment/items/peachwood-botd.md @@ -15,6 +15,7 @@ aliases: ["Peachwood"] Peachwood, often cultivated by Pharasmin priests, can ward against undead—even incorporeal ones. However, the wood loses its magical properties when it comes in contact with metal, requiring advanced carpentry to make full use of it. --- + ### Variants #### peachwood branch *Item 0* diff --git a/compendium/equipment/items/peachwood-weapon-botd.md b/compendium/equipment/items/peachwood-weapon-botd.md index c279d541c..cf3d70782 100644 --- a/compendium/equipment/items/peachwood-weapon-botd.md +++ b/compendium/equipment/items/peachwood-weapon-botd.md @@ -17,6 +17,7 @@ Peachwood weapons have a particularly auburn tinge to them when under direct sun Peachwood is treated as darkwood for any undead creatures' resistances or weaknesses related to darkwood (allowing a peachwood weapon to bypass a jiang-shi's resistance, for example). In addition, peachwood weapons bypass a small portion of the resistances of any undead creature. [Strikes](rules/actions/strike.md) with a peachwood weapon treat an undead's resistances against physical damage as 2 lower for standardgrade peachwood, and 4 lower for high-grade. --- + ### Variants #### standard-grade *Item 12* diff --git a/compendium/equipment/items/pendant-of-the-occult.md b/compendium/equipment/items/pendant-of-the-occult.md index 9c6891959..1e7bab4f1 100644 --- a/compendium/equipment/items/pendant-of-the-occult.md +++ b/compendium/equipment/items/pendant-of-the-occult.md @@ -17,6 +17,7 @@ aliases: ["Pendant of the Occult"] This amulet is hollow and shaped in the form of an unblinking eye. Its cavity typically holds some fragment of occult text. While wearing the pendant, you gain a +1 item bonus to [Occultism](compendium/skills.md#Occultism) checks, and you can cast the [guidance](compendium/spells/guidance.md) cantrip as an occult innate spell. --- + ### Variants #### pendant of the occult *Item 3* diff --git a/compendium/equipment/items/perfect-droplet-som.md b/compendium/equipment/items/perfect-droplet-som.md index 79e3acfaa..20ceb3c78 100644 --- a/compendium/equipment/items/perfect-droplet-som.md +++ b/compendium/equipment/items/perfect-droplet-som.md @@ -28,6 +28,7 @@ You cast [spout](compendium/spells/spout-som.md). ``` --- + ### Variants #### perfect droplet *Item 3* diff --git a/compendium/equipment/items/persona-mask.md b/compendium/equipment/items/persona-mask.md index 29bd385aa..673cae3bf 100644 --- a/compendium/equipment/items/persona-mask.md +++ b/compendium/equipment/items/persona-mask.md @@ -25,6 +25,7 @@ You change the mask's appearance into an artistic rendition of a dramatic charac ``` --- + ### Variants #### persona mask *Item 3* diff --git a/compendium/equipment/items/peshspine-grenade-aoa5.md b/compendium/equipment/items/peshspine-grenade-aoa5.md index 8d928ea4c..ca580fce3 100644 --- a/compendium/equipment/items/peshspine-grenade-aoa5.md +++ b/compendium/equipment/items/peshspine-grenade-aoa5.md @@ -22,6 +22,7 @@ Peshspine grenades are explosive bombs packed with alchemically treated needles Many types of peshpine grenade grant an item bonus to attack rolls. --- + ### Variants #### lesser *Item 1* diff --git a/compendium/equipment/items/phantasmal-doorknob-tv.md b/compendium/equipment/items/phantasmal-doorknob-tv.md index 193e527c1..6d6ee00b0 100644 --- a/compendium/equipment/items/phantasmal-doorknob-tv.md +++ b/compendium/equipment/items/phantasmal-doorknob-tv.md @@ -37,6 +37,7 @@ title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) ``` --- + ### Variants #### greater phantasmal doorknob *Item 10* diff --git a/compendium/equipment/items/phylactery-of-faithfulness.md b/compendium/equipment/items/phylactery-of-faithfulness.md index fc1660da7..9e5d0fc1c 100644 --- a/compendium/equipment/items/phylactery-of-faithfulness.md +++ b/compendium/equipment/items/phylactery-of-faithfulness.md @@ -25,6 +25,7 @@ title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Action ``` --- + ### Variants #### phylactery of faithfulness *Item 9* diff --git a/compendium/equipment/items/pipes-of-compulsion-tv.md b/compendium/equipment/items/pipes-of-compulsion-tv.md index e5a18a34d..d1fdcdb68 100644 --- a/compendium/equipment/items/pipes-of-compulsion-tv.md +++ b/compendium/equipment/items/pipes-of-compulsion-tv.md @@ -27,6 +27,7 @@ You expend a number of charges from this instrument to cast a spell from its lis ``` --- + ### Variants #### pipes of compulsion *Item 4* diff --git a/compendium/equipment/items/poison-concentrator-tv.md b/compendium/equipment/items/poison-concentrator-tv.md index 572bc8659..8ac69b71e 100644 --- a/compendium/equipment/items/poison-concentrator-tv.md +++ b/compendium/equipment/items/poison-concentrator-tv.md @@ -16,6 +16,7 @@ aliases: ["Poison Concentrator"] This compression apparatus can reduce two poisons into a more concentrated dose. As a 10-minute activity that has the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait, you can use a poison concentrator to combine two doses of the same alchemical poison, creating a single concentrated poison with a +1 item bonus to its DC. --- + ### Variants #### lesser poison concentrator *Item 5* diff --git a/compendium/equipment/items/poison-fizz-tv.md b/compendium/equipment/items/poison-fizz-tv.md index 33b4ca881..7e2a36715 100644 --- a/compendium/equipment/items/poison-fizz-tv.md +++ b/compendium/equipment/items/poison-fizz-tv.md @@ -28,6 +28,7 @@ You bite the poison fizz to release its poisonous liquid center and spray green ``` --- + ### Variants #### lesser *Item 8* diff --git a/compendium/equipment/items/poisoners-staff-aoe4.md b/compendium/equipment/items/poisoners-staff-aoe4.md index 949144a1a..0a6332fb9 100644 --- a/compendium/equipment/items/poisoners-staff-aoe4.md +++ b/compendium/equipment/items/poisoners-staff-aoe4.md @@ -29,6 +29,7 @@ You expend a number of charges from the staff to cast a spell from its list. ``` --- + ### Variants #### poisoner's staff *Item 4* diff --git a/compendium/equipment/items/portable-ram-lotgb.md b/compendium/equipment/items/portable-ram-lotgb.md index b7e87b922..f6c3a1f88 100644 --- a/compendium/equipment/items/portable-ram-lotgb.md +++ b/compendium/equipment/items/portable-ram-lotgb.md @@ -13,6 +13,7 @@ aliases: ["Portable Ram"] A portable ram is a handheld, ironshod wooden beam designed to knock open doors, gates, and other similar obstacles. You gain a +1 item bonus to checks to [Force Open](rules/actions/force-open.md) these obstacles. --- + ### Variants #### portable ram *Item 3* diff --git a/compendium/equipment/items/portable-weapon-mount-g-g.md b/compendium/equipment/items/portable-weapon-mount-g-g.md index 3041525ae..2eb523fdc 100644 --- a/compendium/equipment/items/portable-weapon-mount-g-g.md +++ b/compendium/equipment/items/portable-weapon-mount-g-g.md @@ -18,6 +18,7 @@ Powerful firearms like the arquebus were originally used to defend fortification The standard tripod takes an [Interact](rules/actions/interact.md) action to deploy using one hand. --- + ### Variants #### monopod *Item 1* diff --git a/compendium/equipment/items/potion-of-disguise-apg.md b/compendium/equipment/items/potion-of-disguise-apg.md index 8ea281045..dbb8d12be 100644 --- a/compendium/equipment/items/potion-of-disguise-apg.md +++ b/compendium/equipment/items/potion-of-disguise-apg.md @@ -25,6 +25,7 @@ The disguise doesn't change your traits or statistics, nor does it give you any The effects of this potion use the same rules as the [Impersonate](rules/actions/impersonate.md) activity of [Deception](compendium/skills.md#Deception). Onlookers always assume you're the chosen type of creature unless they're actively Seeking. You gain a +4 status bonus to your [Deception](compendium/skills.md#Deception) DC against such [Perception](compendium/skills.md#Perception) checks and add your level even if untrained. --- + ### Variants #### lesser *Item 5* diff --git a/compendium/equipment/items/potion-of-flying.md b/compendium/equipment/items/potion-of-flying.md index 4ff143bbf..ec66092d4 100644 --- a/compendium/equipment/items/potion-of-flying.md +++ b/compendium/equipment/items/potion-of-flying.md @@ -19,6 +19,7 @@ aliases: ["Potion of Flying"] Upon drinking this effervescent concoction, you gain a fly Speed of 40 feet for 1 minute. --- + ### Variants #### standard *Item 8* diff --git a/compendium/equipment/items/potion-of-resistance.md b/compendium/equipment/items/potion-of-resistance.md index e0ad3c2f0..5b794b43c 100644 --- a/compendium/equipment/items/potion-of-resistance.md +++ b/compendium/equipment/items/potion-of-resistance.md @@ -19,6 +19,7 @@ aliases: ["Potion of Resistance"] Drinking this thick, fortifying potion grants resistance against a single damage type for 1 hour. Each potion of resistance is created to defend against acid, cold, electricity, fire, or sonic damage (and is called a lesser potion of fire resistance or the like). --- + ### Variants #### lesser *Item 6* diff --git a/compendium/equipment/items/potion-of-retaliation-apg.md b/compendium/equipment/items/potion-of-retaliation-apg.md index c90717b64..0d811d9b9 100644 --- a/compendium/equipment/items/potion-of-retaliation-apg.md +++ b/compendium/equipment/items/potion-of-retaliation-apg.md @@ -19,6 +19,7 @@ aliases: ["Potion Of Retaliation"] A potion of retaliation is available in four varieties—acid, cold, electricity, and fire—each with a faint shimmer reminiscent of the energy it contains. For 1 minute after drinking a potion of retaliation, you glow with a faint aura of that energy, and a creature that touches you (such as by making an unarmed attack or using a spell with a range of touch against you) takes damage of that type. The moderate, greater, and major versions also damage an adjacent creature that hits you with a melee weapon [Strike](rules/actions/strike.md). --- + ### Variants #### minor *Item 1* diff --git a/compendium/equipment/items/potion-of-stable-form-som.md b/compendium/equipment/items/potion-of-stable-form-som.md index 7f83e4399..5e2be234d 100644 --- a/compendium/equipment/items/potion-of-stable-form-som.md +++ b/compendium/equipment/items/potion-of-stable-form-som.md @@ -19,6 +19,7 @@ aliases: ["Potion Of Stable Form"] This aromatic potion is brewed from the white flowers and black roots of the magical herb moly. When you drink this potion, it immediately attempts to counteract all [hostile](rules/conditions.md#Hostile) [transmutation](rules/traits/transmutation.md "Transmutation School Trait") effects affecting you. For the next hour, you gain an item bonus against [transmutation](rules/traits/transmutation.md "Transmutation School Trait") effects, which is greater against [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") effects. If you roll a success against a [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") effect during that time, you get a critical success instead. --- + ### Variants #### potion of stable form *Item 10* diff --git a/compendium/equipment/items/potion-of-swimming.md b/compendium/equipment/items/potion-of-swimming.md index a4009c7d4..0c3b29966 100644 --- a/compendium/equipment/items/potion-of-swimming.md +++ b/compendium/equipment/items/potion-of-swimming.md @@ -19,6 +19,7 @@ aliases: ["Potion of Swimming"] This potion tastes like salt water, and sandy grit settles to the bottom of its container. When you drink it, you gain a swim Speed equal to your land Speed for 10 minutes. --- + ### Variants #### moderate *Item 6* diff --git a/compendium/equipment/items/potion-patch-tv.md b/compendium/equipment/items/potion-patch-tv.md index 691e4dbdc..490b85832 100644 --- a/compendium/equipment/items/potion-patch-tv.md +++ b/compendium/equipment/items/potion-patch-tv.md @@ -18,6 +18,7 @@ aliases: ["Potion Patch"] A potion patch is a sticky, bandage-like pad that can be filled with one potion and affixed to the skin. Filling the patch and affixing it is a 1-minute activity that takes two hands and has the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait. A patch has a maximum level of potion it can absorb, depending on the patch's type. When you Activate the patch, the potion affects you without you needing to have the potion in your hand. The patch's magic is negated after it's used, the next time you make your daily preparations, or when another potion patch is affixed to you, whichever comes first. --- + ### Variants #### lesser *Item 4* diff --git a/compendium/equipment/items/presentable-lotgb.md b/compendium/equipment/items/presentable-lotgb.md index f6e2db3fc..dfaa08dbf 100644 --- a/compendium/equipment/items/presentable-lotgb.md +++ b/compendium/equipment/items/presentable-lotgb.md @@ -17,6 +17,7 @@ aliases: ["Presentable"] A garment with this rune is always clean, as though it had just been affected by [prestidigitation](compendium/spells/prestidigitation.md). You gain a +1 item bonus to [Make an Impression](rules/actions/make-an-impression.md) on those who would be impressed by a particular presentable outfit while wearing this garment. --- + ### Variants #### presentable *Item 3* diff --git a/compendium/equipment/items/preserving-tv.md b/compendium/equipment/items/preserving-tv.md index e2ccc7461..7df35d013 100644 --- a/compendium/equipment/items/preserving-tv.md +++ b/compendium/equipment/items/preserving-tv.md @@ -16,6 +16,7 @@ aliases: ["Preserving"] Preserving runes are common among merchants and other travelers who are on the road for weeks or months at a time. Any non-magical food and drink inside a container with a preserving rune remains fresher for longer, taking ten times as long to spoil. This feature doesn't prolong the duration of alchemical items. --- + ### Variants #### preserving *Item 3* diff --git a/compendium/equipment/items/pressure-bomb-pfum.md b/compendium/equipment/items/pressure-bomb-pfum.md index 0c20ebd50..317e6642d 100644 --- a/compendium/equipment/items/pressure-bomb-pfum.md +++ b/compendium/equipment/items/pressure-bomb-pfum.md @@ -21,6 +21,7 @@ aliases: ["Pressure Bomb"] This tightly sealed metal container is filled with highly pressurized gas that can explode to release a powerful shockwave. A pressure bomb deals the listed bludgeoning damage and splash damage. On a critical hit, the target is knocked [prone](rules/conditions.md#Prone). Many types grant an item bonus to attack rolls, and more powerful pressure bombs can knock creatures back. --- + ### Variants #### lesser *Item 1* diff --git a/compendium/equipment/items/primeval-mistletoe.md b/compendium/equipment/items/primeval-mistletoe.md index 34c71b3a8..7248646e7 100644 --- a/compendium/equipment/items/primeval-mistletoe.md +++ b/compendium/equipment/items/primeval-mistletoe.md @@ -32,6 +32,7 @@ title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actio ``` --- + ### Variants #### standard *Item 6* diff --git a/compendium/equipment/items/puzzle-box-lotgb.md b/compendium/equipment/items/puzzle-box-lotgb.md index 7b70d82f1..a8bca7316 100644 --- a/compendium/equipment/items/puzzle-box-lotgb.md +++ b/compendium/equipment/items/puzzle-box-lotgb.md @@ -13,6 +13,7 @@ aliases: ["Puzzle Box"] A puzzle box features moving parts, locking mechanisms, and other components designed to confound the user. Solving a puzzle box typically requires three successful [Games Lore](compendium/skills.md#Lore) or [Thievery](compendium/skills.md#Thievery) checks to Open a Lock, though puzzle boxes come in countless configurations and themes, and the GM can determine which skills are appropriate. --- + ### Variants #### simple puzzle box *Item 0* diff --git a/compendium/equipment/items/queasy-lantern-lotgb.md b/compendium/equipment/items/queasy-lantern-lotgb.md index 8c9e6354a..231f3f6f4 100644 --- a/compendium/equipment/items/queasy-lantern-lotgb.md +++ b/compendium/equipment/items/queasy-lantern-lotgb.md @@ -26,6 +26,7 @@ title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actio ``` --- + ### Variants #### lesser queasy lantern *Item 7* diff --git a/compendium/equipment/items/quenching-tv.md b/compendium/equipment/items/quenching-tv.md index da5240d92..a3c21e9cd 100644 --- a/compendium/equipment/items/quenching-tv.md +++ b/compendium/equipment/items/quenching-tv.md @@ -16,6 +16,7 @@ aliases: ["Quenching"] This rune counters burning and corrosive agents. Armor with this rune reduces the DC of the flat check to end [persistent acid](rules/conditions.md#Persistent%20Damage) or fire damage affecting you from 15 to 12 (7 with particularly effective assistance). --- + ### Variants #### quenching *Item 6* diff --git a/compendium/equipment/items/quick-runners-shirt-lotgb.md b/compendium/equipment/items/quick-runners-shirt-lotgb.md index 9412ec7b3..81b3cc2fd 100644 --- a/compendium/equipment/items/quick-runners-shirt-lotgb.md +++ b/compendium/equipment/items/quick-runners-shirt-lotgb.md @@ -28,6 +28,7 @@ You [Stride](rules/actions/stride.md) twice and gain a +10-foot item bonus to yo ``` --- + ### Variants #### quick runner's shirt *Item 5* diff --git a/compendium/equipment/items/quicksilver-mutagen.md b/compendium/equipment/items/quicksilver-mutagen.md index 8594a036e..543067bb7 100644 --- a/compendium/equipment/items/quicksilver-mutagen.md +++ b/compendium/equipment/items/quicksilver-mutagen.md @@ -24,6 +24,7 @@ Your features become thin and angular. You become swifter and nimbler, but your **Drawback** You take damage equal to twice your level; you can't recover Hit Points lost in this way by any means while the mutagen lasts. You take a –2 penalty to Fortitude saves. --- + ### Variants #### lesser *Item 1* diff --git a/compendium/equipment/items/radiant-prism-tv.md b/compendium/equipment/items/radiant-prism-tv.md index 877923420..c512be80f 100644 --- a/compendium/equipment/items/radiant-prism-tv.md +++ b/compendium/equipment/items/radiant-prism-tv.md @@ -35,6 +35,7 @@ title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) ``` --- + ### Variants #### greater radiant prism *Item 18* diff --git a/compendium/equipment/items/ration-tonic-apg.md b/compendium/equipment/items/ration-tonic-apg.md index bfc191505..d85f56465 100644 --- a/compendium/equipment/items/ration-tonic-apg.md +++ b/compendium/equipment/items/ration-tonic-apg.md @@ -21,6 +21,7 @@ This slender vial appears to hold clean, clear water with a faintly fruity scent The tonic has a subtle, pleasant taste, its particulars chosen when the potion is crafted. --- + ### Variants #### ration tonic *Item 1* diff --git a/compendium/equipment/items/reading-ring-lotgb.md b/compendium/equipment/items/reading-ring-lotgb.md index 74ff336de..7ad588b17 100644 --- a/compendium/equipment/items/reading-ring-lotgb.md +++ b/compendium/equipment/items/reading-ring-lotgb.md @@ -17,6 +17,7 @@ aliases: ["Reading Ring"] A reading ring is personalized to its user and capable of reading only languages in which the user is fluent. Each ring is unique and can't be used by anyone other than its specific bonded user. A reading ring is bonded to its user in a process that taps into the user's inner potential, similar to an invested item, except the process takes 10 minutes, is permanent, and doesn't count toward your number of invested items. You can wear the ring in various ways, often either on a finger or a chain worn about your person if you can't have it on a digit. You can use the reading ring to read text by taking an [Interact](rules/actions/interact.md) action, and you read with the ring at roughly the same rate as a visual reader. There is no limit to how often you can use the ring to read in this manner. --- + ### Variants #### reading ring *Item 1* diff --git a/compendium/equipment/items/ready-apg.md b/compendium/equipment/items/ready-apg.md index 168fe993c..30f47556c 100644 --- a/compendium/equipment/items/ready-apg.md +++ b/compendium/equipment/items/ready-apg.md @@ -16,6 +16,7 @@ aliases: ["Ready"] A ready rune draws component pieces of a suit of armor toward one another, making it easier and faster to get into. You can don light armor with this rune as a 3-action activity or medium or heavy armor with this rune in 1 minute. --- + ### Variants #### ready *Item 6* diff --git a/compendium/equipment/items/recording-rod-aoe1.md b/compendium/equipment/items/recording-rod-aoe1.md index 9b07198ec..4b3da4496 100644 --- a/compendium/equipment/items/recording-rod-aoe1.md +++ b/compendium/equipment/items/recording-rod-aoe1.md @@ -32,6 +32,7 @@ Rarer and more expensive reusable versions of the recording rod operate similarl ``` --- + ### Variants #### basic *Item 3* diff --git a/compendium/equipment/items/red-rib-gill-mask-sot3.md b/compendium/equipment/items/red-rib-gill-mask-sot3.md index 605dda3a8..0a6065447 100644 --- a/compendium/equipment/items/red-rib-gill-mask-sot3.md +++ b/compendium/equipment/items/red-rib-gill-mask-sot3.md @@ -20,6 +20,7 @@ This mask is made from the gills of the red-rib salamander, an amphibious creatu After Activating the mask, you also gain the listed item bonus to Fortitude saves against [inhaled](rules/traits/inhaled.md "Inhaled Item Trait") effects; this bonus is increased against the deadly volcanic gas known around Terwa Lake as Dead Man's Breath, and possibly against other similar volcanic gases at the GM's discretion. --- + ### Variants #### lesser *Item 2* diff --git a/compendium/equipment/items/reef-heart-tv.md b/compendium/equipment/items/reef-heart-tv.md index 6524e6f05..392e19f7c 100644 --- a/compendium/equipment/items/reef-heart-tv.md +++ b/compendium/equipment/items/reef-heart-tv.md @@ -25,6 +25,7 @@ title: **Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Acti ``` --- + ### Variants #### reef heart *Item 12* diff --git a/compendium/equipment/items/reflecting-shard-tv.md b/compendium/equipment/items/reflecting-shard-tv.md index a3dd59301..630791f08 100644 --- a/compendium/equipment/items/reflecting-shard-tv.md +++ b/compendium/equipment/items/reflecting-shard-tv.md @@ -22,6 +22,7 @@ aliases: ["Reflecting Shard"] This mirrored metal fragment is bolted or welded to the face of the affixed shield. When you Activate it, you attempt to reflect the triggering spell back at its caster with spell turning, using your [Athletics](compendium/skills.md#Athletics) modifier for the counteract check. The talisman's counteract level is 7th. --- + ### Variants #### reflecting shard *Item 13* diff --git a/compendium/equipment/items/religious-symbol.md b/compendium/equipment/items/religious-symbol.md index 1d34ae790..68bc08ecb 100644 --- a/compendium/equipment/items/religious-symbol.md +++ b/compendium/equipment/items/religious-symbol.md @@ -14,6 +14,7 @@ aliases: ["Religious Symbol"] This piece of wood or silver is emblazoned with an image representing a deity. Some divine spellcasters, such as clerics, can use a religious symbol of their deity as a divine focus to use certain abilities and cast some spells. A religious symbol must be held in one hand to use it. --- + ### Variants #### Wooden *Item 0* diff --git a/compendium/equipment/items/repair-kit.md b/compendium/equipment/items/repair-kit.md index 0ecfef94e..6326b3ccc 100644 --- a/compendium/equipment/items/repair-kit.md +++ b/compendium/equipment/items/repair-kit.md @@ -14,6 +14,7 @@ aliases: ["Repair Kit"] A repair kit allows you to perform simple repairs while traveling. It contains a portable anvil, tongs, woodworking tools, a whetstone, and oils for conditioning leather and wood. You can use a repair kit to [Repair](rules/actions/repair.md) items using the [Crafting](compendium/skills.md#Crafting) skill. You can draw and replace a worn repair kit as part of the action that uses it. --- + ### Variants #### Base *Item 0* diff --git a/compendium/equipment/items/repeating-magazine-g-g.md b/compendium/equipment/items/repeating-magazine-g-g.md index a7ed62ede..657debf1d 100644 --- a/compendium/equipment/items/repeating-magazine-g-g.md +++ b/compendium/equipment/items/repeating-magazine-g-g.md @@ -16,6 +16,7 @@ aliases: ["Repeating Magazine"] > For use with repeating crossbows. --- + ### Variants #### Crossbow *Item 0* diff --git a/compendium/equipment/items/replacement-cosmetics.md b/compendium/equipment/items/replacement-cosmetics.md index dc3a439f9..4ebd8e1d9 100644 --- a/compendium/equipment/items/replacement-cosmetics.md +++ b/compendium/equipment/items/replacement-cosmetics.md @@ -14,6 +14,7 @@ aliases: ["Replacement Cosmetics"] If you've crafted a large number of disguises, you can replenish your cosmetics supply with replacement cosmetics suitable for the type of your [disguise kit](compendium/equipment/items/disguise-kit.md). --- + ### Variants #### Base *Item 0* diff --git a/compendium/equipment/items/replacement-filter-lopsg.md b/compendium/equipment/items/replacement-filter-lopsg.md index 2890b92c5..17c54ba0d 100644 --- a/compendium/equipment/items/replacement-filter-lopsg.md +++ b/compendium/equipment/items/replacement-filter-lopsg.md @@ -15,6 +15,7 @@ aliases: ["Replacement Filter"] > See [Water Purifier](compendium/equipment/items/water-purifier-lopsg.md) for information. --- + ### Variants #### Level 1 *Item 1* diff --git a/compendium/equipment/items/replacement-picks.md b/compendium/equipment/items/replacement-picks.md index 99085472c..bed5eb24a 100644 --- a/compendium/equipment/items/replacement-picks.md +++ b/compendium/equipment/items/replacement-picks.md @@ -13,6 +13,7 @@ aliases: ["Replacement Picks"] If your thieves' tools are broken, you can repair them by replacing the lock picks with replacement picks appropriate to your tools; this doesn't require using the [Repair](rules/actions/repair.md) action. --- + ### Variants #### Base *Item 0* diff --git a/compendium/equipment/items/resilient.md b/compendium/equipment/items/resilient.md index e425280cd..5967136ca 100644 --- a/compendium/equipment/items/resilient.md +++ b/compendium/equipment/items/resilient.md @@ -20,6 +20,7 @@ This grants the wearer a +1 item bonus to saving throws. You can upgrade the resilient rune already etched on a suit of armor to a stronger version, increasing the values of the existing rune to those of the new rune. You must have the formula of the stronger rune to do so, and the Price of the upgrade is the difference between the two runes' Prices. --- + ### Variants #### resilient *Item 8* diff --git a/compendium/equipment/items/resonating-fork-tv.md b/compendium/equipment/items/resonating-fork-tv.md index 173a2cf84..0b4d59c21 100644 --- a/compendium/equipment/items/resonating-fork-tv.md +++ b/compendium/equipment/items/resonating-fork-tv.md @@ -36,6 +36,7 @@ title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) ``` --- + ### Variants #### greater resonating fork *Item 7* diff --git a/compendium/equipment/items/retaliation-tv.md b/compendium/equipment/items/retaliation-tv.md index 3010d713e..ba6c34550 100644 --- a/compendium/equipment/items/retaliation-tv.md +++ b/compendium/equipment/items/retaliation-tv.md @@ -25,6 +25,7 @@ title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Action ``` --- + ### Variants #### lesser retaliation *Item 6* diff --git a/compendium/equipment/items/retrieval-prism-som.md b/compendium/equipment/items/retrieval-prism-som.md index 5d65b4062..9025b553a 100644 --- a/compendium/equipment/items/retrieval-prism-som.md +++ b/compendium/equipment/items/retrieval-prism-som.md @@ -22,6 +22,7 @@ This triangular prism showing swirling black patterns inside constantly moves ar The retrieval prism can't retrieve an item that's not on your plane, including one that's in an extradimensional space like a bag of holding. If you haven't expended the talisman, you can attune it to a different item by [Affixing the Talisman](rules/actions/affix-a-talisman.md) again. --- + ### Variants #### retrieval prism *Item 3* diff --git a/compendium/equipment/items/revealing-mist-tv.md b/compendium/equipment/items/revealing-mist-tv.md index 2e91f2481..b6ee4f32c 100644 --- a/compendium/equipment/items/revealing-mist-tv.md +++ b/compendium/equipment/items/revealing-mist-tv.md @@ -17,6 +17,7 @@ aliases: ["Revealing Mist"] Kept in an airtight spray bottle, revealing mist is an alchemical concoction that creates a sticky and clinging mist of chemicals in a 15-foot cone when sprayed. It doesn't affect visibility but causes [invisible](rules/conditions.md#Invisible) creatures in the area to be [concealed](rules/conditions.md#Concealed) rather than [undetected](rules/conditions.md#Undetected). Revealing mist is ineffective in water or in areas with other factors affecting the spread of the mist, as determined by the GM. It remains in the area for 1 minute or until any significant wind disperses it, whichever comes first. --- + ### Variants #### lesser *Item 3* diff --git a/compendium/equipment/items/reverberating-stone-tv.md b/compendium/equipment/items/reverberating-stone-tv.md index a0e9b0815..2ff4a87fc 100644 --- a/compendium/equipment/items/reverberating-stone-tv.md +++ b/compendium/equipment/items/reverberating-stone-tv.md @@ -19,6 +19,7 @@ aliases: ["Reverberating Stone"] This heavy metal emblem is mounted on the face of the affixed shield and has a dull gray gemstone embedded at its center. When you Activate the talisman, the gem shatters, releasing a powerful shockwave in a 15-foot cone that must include the enemy who struck the triggering blow, if possible. Each creature in the cone takes `2d6` sonic damage with a DC 28 basic Fortitude save. Any creature that fails its save is pushed 5 feet away from you (or 10 feet on a critical failure). --- + ### Variants #### reverberating stone *Item 11* diff --git a/compendium/equipment/items/rhinoceros-mask-sot1.md b/compendium/equipment/items/rhinoceros-mask-sot1.md index 5b6d3915f..a5ca05145 100644 --- a/compendium/equipment/items/rhinoceros-mask-sot1.md +++ b/compendium/equipment/items/rhinoceros-mask-sot1.md @@ -18,6 +18,7 @@ aliases: ["Rhinoceros Mask"] Covered with thick armor and bearing a thicker horn, this face mask grants you increased momentum. If you [Stride](rules/actions/stride.md) at least 10 feet, your next melee [Strike](rules/actions/strike.md) before the end of your turn ignores the Hardness of objects with a Hardness of 5 or less. If the object has more than Hardness 5, the mask grants no benefit. --- + ### Variants #### rhinoceros mask *Item 4* diff --git a/compendium/equipment/items/rhinoceros-mask-tv.md b/compendium/equipment/items/rhinoceros-mask-tv.md index f62a4c751..dc8aa4e02 100644 --- a/compendium/equipment/items/rhinoceros-mask-tv.md +++ b/compendium/equipment/items/rhinoceros-mask-tv.md @@ -18,6 +18,7 @@ aliases: ["Rhinoceros Mask"] Covered with thick armor and bearing a thicker horn, a rhinoceros mask grants you increased momentum. If you [Stride](rules/actions/stride.md) at least 10 feet, your next melee [Strike](rules/actions/strike.md) before the end of your turn ignores the Hardness of objects with a Hardness of 5 or less. If the object has more than Hardness 5, the mask grants no benefit. --- + ### Variants #### rhinoceros mask *Item 4* diff --git a/compendium/equipment/items/rhythm-bone-sot1.md b/compendium/equipment/items/rhythm-bone-sot1.md index 5eacc4db5..2f5ebc0b5 100644 --- a/compendium/equipment/items/rhythm-bone-sot1.md +++ b/compendium/equipment/items/rhythm-bone-sot1.md @@ -33,6 +33,7 @@ The bone replays its recorded sounds. ``` --- + ### Variants #### rhythm bone *Item 1* diff --git a/compendium/equipment/items/rime-crystal-tv.md b/compendium/equipment/items/rime-crystal-tv.md index 3878a46b8..93dabe20e 100644 --- a/compendium/equipment/items/rime-crystal-tv.md +++ b/compendium/equipment/items/rime-crystal-tv.md @@ -28,6 +28,7 @@ You cast [ray of frost](compendium/spells/ray-of-frost.md). ``` --- + ### Variants #### rime crystal *Item 3* diff --git a/compendium/equipment/items/ring-of-energy-resistance.md b/compendium/equipment/items/ring-of-energy-resistance.md index a7c0b3734..a7ca6fc09 100644 --- a/compendium/equipment/items/ring-of-energy-resistance.md +++ b/compendium/equipment/items/ring-of-energy-resistance.md @@ -17,6 +17,7 @@ aliases: ["Ring of Energy Resistance"] This ring grants you resistance 5 against one type of energy damage: acid, cold, electricity, fire, or sonic. Each ring is crafted to protect against a particular type of energy damage, and its design usually embodies the type of energy it protects the wearer from in some way. For instance, a ring of fire resistance might be capped with a ruby, whereas a ring of cold resistance features a sapphire instead. --- + ### Variants #### ring of energy resistance *Item 6* diff --git a/compendium/equipment/items/ring-of-maniacal-devices.md b/compendium/equipment/items/ring-of-maniacal-devices.md index 23a3bcc39..b9d1a36dd 100644 --- a/compendium/equipment/items/ring-of-maniacal-devices.md +++ b/compendium/equipment/items/ring-of-maniacal-devices.md @@ -25,6 +25,7 @@ title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Acti ``` --- + ### Variants #### ring of maniacal devices *Item 11* diff --git a/compendium/equipment/items/ring-of-the-ram.md b/compendium/equipment/items/ring-of-the-ram.md index 531436b22..30db7a5f5 100644 --- a/compendium/equipment/items/ring-of-the-ram.md +++ b/compendium/equipment/items/ring-of-the-ram.md @@ -32,6 +32,7 @@ title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Action ``` --- + ### Variants #### ring of the ram *Item 6* diff --git a/compendium/equipment/items/ring-of-wizardry.md b/compendium/equipment/items/ring-of-wizardry.md index ba5921cc6..05fca6f7b 100644 --- a/compendium/equipment/items/ring-of-wizardry.md +++ b/compendium/equipment/items/ring-of-wizardry.md @@ -22,6 +22,7 @@ If you take off the ring for any reason, you lose the additional spell slots. Yo If you can cast arcane spells in a variety of different ways (such as if you are a draconic bloodline sorcerer with the wizard multiclass archetype), you can divide the spell slots as you wish among your various sources of arcane spells. --- + ### Variants #### I *Item 7* diff --git a/compendium/equipment/items/ringmasters-staff-ec2.md b/compendium/equipment/items/ringmasters-staff-ec2.md index 019c69b94..06fa5c88c 100644 --- a/compendium/equipment/items/ringmasters-staff-ec2.md +++ b/compendium/equipment/items/ringmasters-staff-ec2.md @@ -26,6 +26,7 @@ You expend a number of charges from the staff to cast a spell from its list. ``` --- + ### Variants #### ringmaster's staff *Item 6* diff --git a/compendium/equipment/items/roaring-potion-tv.md b/compendium/equipment/items/roaring-potion-tv.md index f3c200e73..9722916e5 100644 --- a/compendium/equipment/items/roaring-potion-tv.md +++ b/compendium/equipment/items/roaring-potion-tv.md @@ -41,6 +41,7 @@ title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Action ``` --- + ### Variants #### lesser *Item 8* diff --git a/compendium/equipment/items/robe-of-the-archmagi.md b/compendium/equipment/items/robe-of-the-archmagi.md index 5f4091d53..27d26e117 100644 --- a/compendium/equipment/items/robe-of-the-archmagi.md +++ b/compendium/equipment/items/robe-of-the-archmagi.md @@ -28,6 +28,7 @@ title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Action ``` --- + ### Variants #### robe of the archmagi *Item 15* diff --git a/compendium/equipment/items/rope-of-climbing-apg.md b/compendium/equipment/items/rope-of-climbing-apg.md index 11ff91957..296ac8732 100644 --- a/compendium/equipment/items/rope-of-climbing-apg.md +++ b/compendium/equipment/items/rope-of-climbing-apg.md @@ -26,6 +26,7 @@ The rope animates for 1 minute, moving 10 feet per round until it reaches the de ``` --- + ### Variants #### lesser rope of climbing *Item 3* diff --git a/compendium/equipment/items/round-g-g.md b/compendium/equipment/items/round-g-g.md index 0861d0d26..ff27a41ba 100644 --- a/compendium/equipment/items/round-g-g.md +++ b/compendium/equipment/items/round-g-g.md @@ -18,6 +18,7 @@ Firearms require ammunition consisting of a projectile and black powder. A round > Different weapons have different prices for ammunition. The prices listed are thus, only for reference in the weapon statblocks themselves. --- + ### Variants #### 5-pack *Item 0* diff --git a/compendium/equipment/items/rovagugs-mud-tv.md b/compendium/equipment/items/rovagugs-mud-tv.md index 39439d646..4493ff546 100644 --- a/compendium/equipment/items/rovagugs-mud-tv.md +++ b/compendium/equipment/items/rovagugs-mud-tv.md @@ -21,6 +21,7 @@ aliases: ["Rovagug's Mud"] Creatures and objects in the area take `5d6` damage (DC 30 basic Fortitude save), decreasing Hardness by 5. An object's Hardness remains lowered for `1d4` rounds, and you can't use this breath again for the same amount of time. --- + ### Variants #### [Rovagug](compendium/setting/deities/rovagug.md)'s mud *Item 13* diff --git a/compendium/equipment/items/ruby-capacitor-tv.md b/compendium/equipment/items/ruby-capacitor-tv.md index 7c8d7e2fe..1c188cc4f 100644 --- a/compendium/equipment/items/ruby-capacitor-tv.md +++ b/compendium/equipment/items/ruby-capacitor-tv.md @@ -19,6 +19,7 @@ aliases: ["Ruby Capacitor"] This cluster of unworked ruby is bound to the top of a staff by silver wire. When activated, it adds one temporary charge to the staff. Any spells cast from the staff before the end of the turn expend these charges first. Any unused temporary charges are lost at the end of your turn. --- + ### Variants #### ruby capacitor *Item 10* diff --git a/compendium/equipment/items/rusting-ammunition-tv.md b/compendium/equipment/items/rusting-ammunition-tv.md index c8f746e0b..ccdcc983a 100644 --- a/compendium/equipment/items/rusting-ammunition-tv.md +++ b/compendium/equipment/items/rusting-ammunition-tv.md @@ -19,6 +19,7 @@ aliases: ["Rusting Ammunition"] Rusting ammunition is made using a rust monster's saliva and, when activated, deals damage to objects or creatures primarily made of metal. The target takes [persistent damage](rules/conditions.md#Persistent%20Damage) for a duration determined by the type of ammunition used. A creature that drops to 0 Hit Points while taking this [persistent damage](rules/conditions.md#Persistent%20Damage) crumbles into fine powder; its gear remains. The ammunition's type determines the maximum amount of an object that's destroyed. --- + ### Variants #### moderate *Item 13* diff --git a/compendium/equipment/items/salamander-elixir.md b/compendium/equipment/items/salamander-elixir.md index fe84b283a..7bb21a4a3 100644 --- a/compendium/equipment/items/salamander-elixir.md +++ b/compendium/equipment/items/salamander-elixir.md @@ -18,6 +18,7 @@ aliases: ["Salamander Elixir"] This elixir is made from salamander scales to withstand fire. For 24 hours, you are protected from the effects of severe heat. --- + ### Variants #### lesser *Item 4* diff --git a/compendium/equipment/items/salve-of-antiparalysis.md b/compendium/equipment/items/salve-of-antiparalysis.md index 2ea7a367e..3d2e74176 100644 --- a/compendium/equipment/items/salve-of-antiparalysis.md +++ b/compendium/equipment/items/salve-of-antiparalysis.md @@ -20,6 +20,7 @@ aliases: ["Salve of Antiparalysis"] Applying this filmy salve to a creature helps it overcome magical paralysis. The creature recovers as if it were the target of a 3rd-level [remove paralysis](compendium/spells/remove-paralysis.md) spell. --- + ### Variants #### salve of antiparalysis *Item 6* diff --git a/compendium/equipment/items/sanguine-fang-tv.md b/compendium/equipment/items/sanguine-fang-tv.md index 60ee38b91..f1983d651 100644 --- a/compendium/equipment/items/sanguine-fang-tv.md +++ b/compendium/equipment/items/sanguine-fang-tv.md @@ -36,6 +36,7 @@ title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) ``` --- + ### Variants #### greater sanguine fang *Item 12* diff --git a/compendium/equipment/items/sanguine-klar-tv.md b/compendium/equipment/items/sanguine-klar-tv.md index 52b023655..6d2c38c4f 100644 --- a/compendium/equipment/items/sanguine-klar-tv.md +++ b/compendium/equipment/items/sanguine-klar-tv.md @@ -25,6 +25,7 @@ title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Action ``` --- + ### Variants #### sanguine klar *Item 9* diff --git a/compendium/equipment/items/sanguine-mutagen-tv.md b/compendium/equipment/items/sanguine-mutagen-tv.md index 7be6de224..da35b8646 100644 --- a/compendium/equipment/items/sanguine-mutagen-tv.md +++ b/compendium/equipment/items/sanguine-mutagen-tv.md @@ -24,6 +24,7 @@ Benefit You gain an item bonus to Fortitude and Reflex saves. This bonus improve Drawback Whenever you take piercing or slashing damage, you take `1d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). --- + ### Variants #### lesser *Item 1* diff --git a/compendium/equipment/items/sapling-shield-tv.md b/compendium/equipment/items/sapling-shield-tv.md index 12b5ea8a0..ab298f86c 100644 --- a/compendium/equipment/items/sapling-shield-tv.md +++ b/compendium/equipment/items/sapling-shield-tv.md @@ -23,6 +23,7 @@ The buckler expands, with the sapling image growing into a mighty oak tree. The ``` --- + ### Variants #### minor *Item 3* diff --git a/compendium/equipment/items/saurian-spike-tv.md b/compendium/equipment/items/saurian-spike-tv.md index ce0058614..eb155ddbc 100644 --- a/compendium/equipment/items/saurian-spike-tv.md +++ b/compendium/equipment/items/saurian-spike-tv.md @@ -35,6 +35,7 @@ title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) ``` --- + ### Variants #### greater saurian spike *Item 11* diff --git a/compendium/equipment/items/scholarly-journal.md b/compendium/equipment/items/scholarly-journal.md index e07c3317c..9aadb2a08 100644 --- a/compendium/equipment/items/scholarly-journal.md +++ b/compendium/equipment/items/scholarly-journal.md @@ -16,6 +16,7 @@ aliases: ["Scholarly Journal"] Scholarly journals are uncommon. Each scholarly journal is a folio on a very specific topic, such as vampires or the history of a single town or neighborhood of a city. If you spend 1 minute referencing an academic journal before attempting a skill check to [Recall Knowledge](rules/actions/recall-knowledge.md) about the subject, you gain a +1 item bonus to the check. The GM determines what scholarly journals are available in any location. --- + ### Variants #### Scholarly Journal *Item 0* diff --git a/compendium/equipment/items/screech-shooter-g-g.md b/compendium/equipment/items/screech-shooter-g-g.md index 07f8dde29..1f4c711b6 100644 --- a/compendium/equipment/items/screech-shooter-g-g.md +++ b/compendium/equipment/items/screech-shooter-g-g.md @@ -35,6 +35,7 @@ title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actio ``` --- + ### Variants #### screech shooter *Item 9* diff --git a/compendium/equipment/items/scroll.md b/compendium/equipment/items/scroll.md index e499dfaa4..a1abb4769 100644 --- a/compendium/equipment/items/scroll.md +++ b/compendium/equipment/items/scroll.md @@ -33,6 +33,7 @@ Any physical material components and costs are provided when a scroll is created > See the following for more details on the rules for Scrolls. --- + ### Variants #### 1st-level spell *Item 1* diff --git a/compendium/equipment/items/sea-touch-elixir.md b/compendium/equipment/items/sea-touch-elixir.md index fda596bf8..57f1a15aa 100644 --- a/compendium/equipment/items/sea-touch-elixir.md +++ b/compendium/equipment/items/sea-touch-elixir.md @@ -21,6 +21,7 @@ This briny concoction alters the skin on your hands and feet. The spaces between your fingers and toes become webbed, granting you a swim Speed of 20 feet for the listed duration. --- + ### Variants #### lesser *Item 5* diff --git a/compendium/equipment/items/sealing-chest-lopsg.md b/compendium/equipment/items/sealing-chest-lopsg.md index 0a4b07bf1..46bb67776 100644 --- a/compendium/equipment/items/sealing-chest-lopsg.md +++ b/compendium/equipment/items/sealing-chest-lopsg.md @@ -19,6 +19,7 @@ Vigilant Seal members use these containers when transporting samples and relics. The containers are soundproof, airtight, and studded with lead sheets, mistletoe, and other materials that block magical auras. Up to 1 Bulk of objects can be placed inside a sealing chest; the magic auras and curses of any objects placed within the chest cannot extend beyond the box unless they are of a greater level than the chest. Artifacts and similarly powerful items are unaffected regardless of level. Many cursed items prevent their bearer from removing them, but a successful remove curse gives enough time to stash the item in the chest. --- + ### Variants #### lesser *Item 4* diff --git a/compendium/equipment/items/searing-suture-ooa1.md b/compendium/equipment/items/searing-suture-ooa1.md index 10a9d1298..2d5036c07 100644 --- a/compendium/equipment/items/searing-suture-ooa1.md +++ b/compendium/equipment/items/searing-suture-ooa1.md @@ -19,6 +19,7 @@ aliases: ["Searing Suture"] Activating this black powder–infused alchemical bandage cauterizes wounds. You can apply a searing suture to yourself or an adjacent willing creature as you activate it. The target creature takes `1d6` fire damage and can immediately attempt a flat check to remove the [persistent bleed damage](rules/conditions.md#Persistent%20Damage)—the DC of this flat check depends on the type of searing suture applied. When applied against a bleed effect that is lower level than the searing suture, the flat check is automatically successful. --- + ### Variants #### lesser *Item 1* diff --git a/compendium/equipment/items/seers-flute-tv.md b/compendium/equipment/items/seers-flute-tv.md index 38a9f932d..2270793bb 100644 --- a/compendium/equipment/items/seers-flute-tv.md +++ b/compendium/equipment/items/seers-flute-tv.md @@ -27,6 +27,7 @@ You expend a number of charges from this instrument to cast a spell from its lis ``` --- + ### Variants #### seer's flute *Item 4* diff --git a/compendium/equipment/items/sense-dulling-hood-tv.md b/compendium/equipment/items/sense-dulling-hood-tv.md index 67cd3e796..e3e356b15 100644 --- a/compendium/equipment/items/sense-dulling-hood-tv.md +++ b/compendium/equipment/items/sense-dulling-hood-tv.md @@ -17,6 +17,7 @@ aliases: ["Sense-Dulling Hood"] Sometimes, an enemy's dangerous special ability makes relatively standard sensory capabilities a liability. From otyugh stench to a harpy's song, plenty of creatures use their prey's senses against them. A sense-dulling hood is a wide, single-use mask designed to be pulled from an airtight package and slipped over the head. The mask grants you an item bonus to saving throws against auditory, [olfactory](rules/traits/olfactory-b1.md "Olfactory Effect Trait"), and [visual](rules/traits/visual.md "Visual Effect Trait") effects for a time, according to the mask's type. Since it dulls your senses without depriving you of them, the mask also imposes a –1 penalty to rolls and checks using [Perception](compendium/skills.md#Perception) for the same duration. --- + ### Variants #### lesser *Item 6* diff --git a/compendium/equipment/items/serene-mutagen.md b/compendium/equipment/items/serene-mutagen.md index f120cd191..cacf1a6f5 100644 --- a/compendium/equipment/items/serene-mutagen.md +++ b/compendium/equipment/items/serene-mutagen.md @@ -24,6 +24,7 @@ You gain inner serenity, focused on fine details and steeled against mental assa **Drawback** You take a –1 penalty to attack rolls and save DCs of offensive spells, and a –1 penalty per damage die to all weapon, unarmed attack, and spell damage. --- + ### Variants #### lesser *Item 1* diff --git a/compendium/equipment/items/serpent-oil-tv.md b/compendium/equipment/items/serpent-oil-tv.md index 373915135..81279df92 100644 --- a/compendium/equipment/items/serpent-oil-tv.md +++ b/compendium/equipment/items/serpent-oil-tv.md @@ -19,6 +19,7 @@ aliases: ["Serpent Oil"] This glistening oil has a green hue and tiny snake scales floating within. If you slather serpent oil on a Tiny object that is snakelike in shape, from a stick to a scarf, the object transforms into a viper, keeping some of the same colors and patterns of the original item. If placed on other objects, the oil fails and is wasted. This false snake has the [minion](rules/traits/minion.md "Minion Creature Trait") trait. It remains in snake form for 1 minute before returning to its object state. If slain, the item returns to its original form, unharmed. --- + ### Variants #### lesser *Item 3* diff --git a/compendium/equipment/items/seventh-prism-tv.md b/compendium/equipment/items/seventh-prism-tv.md index e2f6e8ff3..f0b04ab54 100644 --- a/compendium/equipment/items/seventh-prism-tv.md +++ b/compendium/equipment/items/seventh-prism-tv.md @@ -20,6 +20,7 @@ Beloved by the church of the Seventh Veil, a seventh prism is a crystal that dis On a critical failure, the target is [dazzled](rules/conditions.md#Dazzled) for 1 minute after its [blinded](rules/conditions.md#Blinded) condition ends. Motes of shifting rainbow hues cloud the eyes, making it difficult to see details. --- + ### Variants #### triangular seventh prism *Item 3* diff --git a/compendium/equipment/items/shadow.md b/compendium/equipment/items/shadow.md index 9d0e69266..6f6b45fd6 100644 --- a/compendium/equipment/items/shadow.md +++ b/compendium/equipment/items/shadow.md @@ -16,6 +16,7 @@ aliases: ["Shadow"] Armor with this rune becomes hazy black. You gain a +1 item bonus to [Stealth](compendium/skills.md#Stealth) checks while wearing the armor. --- + ### Variants #### shadow *Item 5* diff --git a/compendium/equipment/items/shatterstone-tv.md b/compendium/equipment/items/shatterstone-tv.md index d8fed5429..05979d4b0 100644 --- a/compendium/equipment/items/shatterstone-tv.md +++ b/compendium/equipment/items/shatterstone-tv.md @@ -22,6 +22,7 @@ A shatterstone is a small ceramic orb, much like a thunderstone. Inside are reactive agents that set up an intense field of sonic vibration when the stone breaks. The bomb grants an item bonus to attack rolls and deals sonic damage and sonic splash damage, according to the bomb's type. Much of the sound is ultrasonic, and creatures with sonic weakness that take damage from the bomb must succeed at a Fortitude saving throw at the listed DC or be [deafened](rules/conditions.md#Deafened) until the end of their next turn. --- + ### Variants #### shatterstone *Item 12* diff --git a/compendium/equipment/items/shock.md b/compendium/equipment/items/shock.md index 12a840850..ee591c695 100644 --- a/compendium/equipment/items/shock.md +++ b/compendium/equipment/items/shock.md @@ -17,6 +17,7 @@ aliases: ["Shock"] Electric arcs crisscross this weapon, dealing an extra `1d6` electricity damage on a hit. On a critical hit, electricity arcs out to deal an equal amount of electricity damage to up to two other creatures of your choice within 10 feet of the target. --- + ### Variants #### shock *Item 8* diff --git a/compendium/equipment/items/shrinking-potion.md b/compendium/equipment/items/shrinking-potion.md index 56f84837e..269e009e4 100644 --- a/compendium/equipment/items/shrinking-potion.md +++ b/compendium/equipment/items/shrinking-potion.md @@ -20,6 +20,7 @@ aliases: ["Shrinking Potion"] This fungus-flavored potion conveys the effects of the [shrink](compendium/spells/shrink.md) spell to make you and all your gear smaller. After the onset, you remain small for 10 minutes. --- + ### Variants #### standard *Item 4* diff --git a/compendium/equipment/items/siccatite-armor-lotgb.md b/compendium/equipment/items/siccatite-armor-lotgb.md index 112a206b0..00e8a8468 100644 --- a/compendium/equipment/items/siccatite-armor-lotgb.md +++ b/compendium/equipment/items/siccatite-armor-lotgb.md @@ -17,6 +17,7 @@ Siccatite armor must be fitted with protective undercoats for it to be safely do When wearing cold siccatite armor, you're protected from severe and extreme environmental heat, and when wearing hot siccatite armor, you're protected from severe and extreme environmental cold. An opponent that has you [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained) with its body while you're wearing standard-grade siccatite armor takes 4 energy damage at the end of its turn (either fire or cold, for hot and cold siccatite armor respectively), or 6 damage for a high-grade siccatite armor. --- + ### Variants #### standard-grade siccatite armor *Item 12* diff --git a/compendium/equipment/items/siccatite-lotgb.md b/compendium/equipment/items/siccatite-lotgb.md index 0dbf98151..22f17de0f 100644 --- a/compendium/equipment/items/siccatite-lotgb.md +++ b/compendium/equipment/items/siccatite-lotgb.md @@ -14,20 +14,54 @@ aliases: ["Siccatite"] In its raw state, this silvery ore is either scalding hot or freezing cold. Metallurgists disagree over whether siccatite is two related substances or one substance that determines its temperature output via some unknown process. Whatever the reason, the extreme temperature of the material means it must be handled carefully. Hot siccatite can easily ignite flammables such as paper and dry brush, and cold siccatite left in moist areas quickly surrounds itself with a thick layer of ice. A creature that comes into physical contact with a significant amount of siccatite takes 1 energy damage for each round of continued contact (either fire or cold damage, for hot and cold siccatite respectively). -| Siccatite Items | Hardness | HP | BT | -|-----------------|----------|----|----| -| **Thin Items** | | | | -| multiRow | | -| multiRow | | -| **Items** | | | | -| multiRow | | -| multiRow | | -| **Structures** | | | | -| multiRow | | -| multiRow | | + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Siccatite ItemsHardnessHPBT
**Thin Items**
Standard-grade
High-grade
6
10
24
40
12
20
**Items**
Standard-grade
High-grade
10
13
40
52
20
26
**Structures**
Standard-grade
High-grade
20
26
80
104
40
52
--- + ### Variants #### siccatite chunk *Item 0* diff --git a/compendium/equipment/items/siccatite-shield-lotgb.md b/compendium/equipment/items/siccatite-shield-lotgb.md index 336b3f1dc..70b53ef8e 100644 --- a/compendium/equipment/items/siccatite-shield-lotgb.md +++ b/compendium/equipment/items/siccatite-shield-lotgb.md @@ -18,6 +18,7 @@ Siccatite shields radiate extreme temperatures that protect them from energy dam For a high-grade siccatite shield, the resistances increase from 10 to 20 for damage of the corresponding type, and from 5 to 10 for damage of the opposing type. --- + ### Variants #### standard-grade siccatite buckler *Item 8* diff --git a/compendium/equipment/items/siccatite-weapon-lotgb.md b/compendium/equipment/items/siccatite-weapon-lotgb.md index 573b0b875..b5c98191b 100644 --- a/compendium/equipment/items/siccatite-weapon-lotgb.md +++ b/compendium/equipment/items/siccatite-weapon-lotgb.md @@ -15,6 +15,7 @@ aliases: ["Siccatite Weapon"] [Crafting](rules/actions/craft.md) weapons from siccatite is often enough to drive smiths to despair, as the extreme temperature of the metal can cause it to shatter while being worked. Siccatite weapons have substantial grip wrappings to protect their wielders from the metal's extreme temperatures. They're constantly surrounded by a heat haze or a halo of rime, depending on the siccatite's type. Siccatite weapons automatically gain either a flaming or frost property rune, for hot and cold siccatite respectively, even if they aren't otherwise enchanted; this rune can't be removed, and it deals `1d8` damage instead of `1d6` damage. This uses one of the weapon's property rune slots as normal. High-grade siccatite gains a greater flaming (hot siccatite) or greater frost (cold siccatite) property instead. --- + ### Variants #### standard-grade siccatite weapon *Item 11* diff --git a/compendium/equipment/items/silver-armor.md b/compendium/equipment/items/silver-armor.md index 3509b4725..85a216467 100644 --- a/compendium/equipment/items/silver-armor.md +++ b/compendium/equipment/items/silver-armor.md @@ -13,6 +13,7 @@ aliases: ["Silver Armor"] Silver armor sickens certain creatures that touch it. A creature with weakness to silver that critically fails an unarmed attack against a creature in silver armor becomes [sickened](rules/conditions.md#Sickened). A creature with weakness to silver is [sickened](rules/conditions.md#Sickened) as long as it wears silver armor. --- + ### Variants #### low-grade silver armor *Item 5* diff --git a/compendium/equipment/items/silver-crescent-tv.md b/compendium/equipment/items/silver-crescent-tv.md index ac6cd7a5f..a10b26197 100644 --- a/compendium/equipment/items/silver-crescent-tv.md +++ b/compendium/equipment/items/silver-crescent-tv.md @@ -27,6 +27,7 @@ This is treated as silver for the purposes of weaknesses, resistances, and the l ``` --- + ### Variants #### lesser *Item 6* diff --git a/compendium/equipment/items/silver-shield.md b/compendium/equipment/items/silver-shield.md index d8e7c3b9a..9199b6999 100644 --- a/compendium/equipment/items/silver-shield.md +++ b/compendium/equipment/items/silver-shield.md @@ -13,6 +13,7 @@ aliases: ["Silver Shield"] Silver shields don't typically have an additional effect, though when used for a shield bash, they are silver weapons. --- + ### Variants #### low-grade silver buckler *Item 2* diff --git a/compendium/equipment/items/silver-weapon.md b/compendium/equipment/items/silver-weapon.md index 48d86f321..6f2db20d5 100644 --- a/compendium/equipment/items/silver-weapon.md +++ b/compendium/equipment/items/silver-weapon.md @@ -13,6 +13,7 @@ aliases: ["Silver Weapon"] Silver weapons deal additional damage to creatures with weakness to silver, like werewolves, and ignore the resistances of some other creatures, like devils. --- + ### Variants #### low-grade silver weapon *Item 2* diff --git a/compendium/equipment/items/silver.md b/compendium/equipment/items/silver.md index c897f3d4e..cfcf76be7 100644 --- a/compendium/equipment/items/silver.md +++ b/compendium/equipment/items/silver.md @@ -13,23 +13,54 @@ aliases: ["Silver"] Silver weapons are a bane to creatures ranging from devils to werewolves. Silver items are less durable than steel items, and low-grade silver items are usually merely silver-plated. -| Silver Items | Hardness | HP | BT | -|--------------|----------|----|----| -| **Thin Items** | | | | -| multiRow | | -| multiRow | | -| multiRow | | -| **Items** | | | | -| multiRow | | -| multiRow | | -| multiRow | | -| **Structures** | | | | -| multiRow | | -| multiRow | | -| multiRow | | + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Silver ItemsHardnessHPBT
**Thin Items**
Low-grade
Standard-grade
High-grade
3
5
8
12
20
32
6
10
16
**Items**
Low-grade
Standard-grade
High-grade
5
7
10
20
28
40
10
14
20
**Structures**
Low-grade
Standard-grade
High-grade
10
14
20
40
56
80
20
28
40
--- + ### Variants #### silver chunk *Item 0* diff --git a/compendium/equipment/items/silvertongue-mutagen.md b/compendium/equipment/items/silvertongue-mutagen.md index 797f9d29c..fbfd2fad0 100644 --- a/compendium/equipment/items/silvertongue-mutagen.md +++ b/compendium/equipment/items/silvertongue-mutagen.md @@ -24,6 +24,7 @@ Your features become striking and your voice becomes musical and commanding, tho **Drawback** You take a –2 item penalty to [Arcana](compendium/skills.md#Arcana), [Crafting](compendium/skills.md#Crafting), [Lore](compendium/skills.md#Lore), [Occultism](compendium/skills.md#Occultism), and [Society](compendium/skills.md#Society) checks. Choose one skill in which you are trained; for the duration, you become untrained in that skill. All your failures on checks to [Recall Knowledge](rules/actions/recall-knowledge.md) become critical failures. --- + ### Variants #### lesser *Item 1* diff --git a/compendium/equipment/items/sinew-shock-serum-apg.md b/compendium/equipment/items/sinew-shock-serum-apg.md index 75fb01e44..8badd8591 100644 --- a/compendium/equipment/items/sinew-shock-serum-apg.md +++ b/compendium/equipment/items/sinew-shock-serum-apg.md @@ -21,6 +21,7 @@ This serum jolts the body to help shake off physical debilitations. When you drink this elixir, it attempts a counteract check with the listed counteract modifier to remove the [clumsy](rules/conditions.md#Clumsy) or [enfeebled](rules/conditions.md#Enfeebled) condition from a single source, using the source of that condition to determine the counteract level and DC. --- + ### Variants #### lesser *Item 2* diff --git a/compendium/equipment/items/singing-shortbow-som.md b/compendium/equipment/items/singing-shortbow-som.md index d5b3f19d6..5fd5ffbfc 100644 --- a/compendium/equipment/items/singing-shortbow-som.md +++ b/compendium/equipment/items/singing-shortbow-som.md @@ -30,6 +30,7 @@ title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actio ``` --- + ### Variants #### singing shortbow *Item 14* diff --git a/compendium/equipment/items/sixfingers-elixir-sli.md b/compendium/equipment/items/sixfingers-elixir-sli.md index 9d08f03b1..201152548 100644 --- a/compendium/equipment/items/sixfingers-elixir-sli.md +++ b/compendium/equipment/items/sixfingers-elixir-sli.md @@ -22,6 +22,7 @@ This gritty, spicy fluid causes you to grow a sixth finger on each hand and give You gain a +2 item bonus to your Reflex DC to keep from being Disarmed and a climb Speed of 20 feet for the listed duration. --- + ### Variants #### lesser *Item 5* diff --git a/compendium/equipment/items/skeleton-key.md b/compendium/equipment/items/skeleton-key.md index 2e44bc4af..3c47686b6 100644 --- a/compendium/equipment/items/skeleton-key.md +++ b/compendium/equipment/items/skeleton-key.md @@ -27,6 +27,7 @@ title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Action ``` --- + ### Variants #### standard *Item 5* diff --git a/compendium/equipment/items/skeptics-elixir-av1.md b/compendium/equipment/items/skeptics-elixir-av1.md index bde7c2627..2e1c1b604 100644 --- a/compendium/equipment/items/skeptics-elixir-av1.md +++ b/compendium/equipment/items/skeptics-elixir-av1.md @@ -21,6 +21,7 @@ This elixir sharpens your mind and allows you to see through lies, falsehoods, a You gain an item bonus to [Perception](compendium/skills.md#Perception) checks and [Perception](compendium/skills.md#Perception) DCs to notice falsehoods, whether they're spoken lies or written deceit. You gain this same item bonus to Will saves. --- + ### Variants #### lesser *Item 1* diff --git a/compendium/equipment/items/skittering-mask-sot1.md b/compendium/equipment/items/skittering-mask-sot1.md index 0f32bfe16..94480d0df 100644 --- a/compendium/equipment/items/skittering-mask-sot1.md +++ b/compendium/equipment/items/skittering-mask-sot1.md @@ -18,6 +18,7 @@ aliases: ["Skittering Mask"] This carved wooden full-head mask sports several holes along each side of the face. The first time each day that you begin your turn [unconscious](rules/conditions.md#Unconscious) and within 25 feet of an enemy, metallic insect legs emerge from the holes in the mask and [Step](rules/actions/step.md) 5 feet away from the nearest enemy, dragging your body along with the mask. If more than one enemy is equidistant, the mask [Steps](rules/actions/step.md) away from one of them at random. The mask possesses no special senses and does not react to [hidden](rules/conditions.md#Hidden) or [undetected](rules/conditions.md#Undetected) enemies, nor can it distinguish that a creature not acting openly [hostile](rules/conditions.md#Hostile) is an enemy. --- + ### Variants #### skittering mask *Item 2* diff --git a/compendium/equipment/items/skittering-mask-tv.md b/compendium/equipment/items/skittering-mask-tv.md index a93b05598..ef3d8174a 100644 --- a/compendium/equipment/items/skittering-mask-tv.md +++ b/compendium/equipment/items/skittering-mask-tv.md @@ -19,6 +19,7 @@ A skittering mask is a hand-carved, wooden, full-head mask that sports several h If more than one enemy is equidistant, the mask Steps away from one of them at random. The mask possesses no special senses and does not react to [hidden](rules/conditions.md#Hidden) or [undetected](rules/conditions.md#Undetected) enemies, nor can it distinguish that a creature not acting openly [hostile](rules/conditions.md#Hostile) is an enemy. --- + ### Variants #### skittering mask *Item 2* diff --git a/compendium/equipment/items/skunk-bomb-tv.md b/compendium/equipment/items/skunk-bomb-tv.md index e3d828c09..1fe051532 100644 --- a/compendium/equipment/items/skunk-bomb-tv.md +++ b/compendium/equipment/items/skunk-bomb-tv.md @@ -29,6 +29,7 @@ Skunk bombs are made from the concentrated odors of xulgaths, hezrous, and other > Creatures [sickened](rules/conditions.md#Sickened) by the bomb emit an odor that lasts 10 minutes after the [sickened](rules/conditions.md#Sickened) condition ends (or 1 hour if they were also [blinded](rules/conditions.md#Blinded)). The odor can be removed or neutralized by using prestidigitation or similar magic or by spending 10 minutes scrubbing with ample soap and water. While the odor lasts, creatures within 30 feet can smell the target, enabling even those with a weak sense of smell to detect its presence, and all creatures gain a +1 item bonus to [Track](rules/actions/track.md) the affected creature for as long as it has the odor. A creature that has imprecise or precise scent doubles the range at which it can detect the target using this scent. --- + ### Variants #### lesser *Item 1* diff --git a/compendium/equipment/items/skyrider-sword-lotgb.md b/compendium/equipment/items/skyrider-sword-lotgb.md index 1cd539c13..05cbe52c0 100644 --- a/compendium/equipment/items/skyrider-sword-lotgb.md +++ b/compendium/equipment/items/skyrider-sword-lotgb.md @@ -34,6 +34,7 @@ title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actio ``` --- + ### Variants #### skyrider sword *Item 14* diff --git a/compendium/equipment/items/sleeves-of-storage-apg.md b/compendium/equipment/items/sleeves-of-storage-apg.md index 4b43ff294..c38b67f57 100644 --- a/compendium/equipment/items/sleeves-of-storage-apg.md +++ b/compendium/equipment/items/sleeves-of-storage-apg.md @@ -20,6 +20,7 @@ This loose robe has wide, voluminous sleeves that each contain an extradimension If a sleeve is completely empty, you can place your own familiar into that extradimensional space. It can survive comfortably in your sleeve for up to 1 hour, after which it begins to suffocate. While in your sleeve, it can't be affected or targeted by [any](rules/traits/any-b1.md "Any Alignment Trait") effects, but you don't benefit from any master abilities. A familiar can exit the sleeve of its own volition with a single action that has the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") and [move](rules/traits/move.md "Move Combat Trait") traits. You can't place any other creature into your sleeves, nor can you place your familiar in a sleeve if it's larger than Tiny. If your familiar is in your sleeve, you can't place any items in the sleeve. --- + ### Variants #### sleeves of storage *Item 4* diff --git a/compendium/equipment/items/slick.md b/compendium/equipment/items/slick.md index 10bf5c710..8c1d2ba8c 100644 --- a/compendium/equipment/items/slick.md +++ b/compendium/equipment/items/slick.md @@ -16,6 +16,7 @@ aliases: ["Slick"] This property makes armor slippery, as though it were coated with a thin film of oil. You gain a +1 item bonus to [Acrobatics](compendium/skills.md#Acrobatics) checks to [Escape](rules/actions/escape.md) and [Squeeze](rules/actions/squeeze.md). --- + ### Variants #### slick *Item 5* diff --git a/compendium/equipment/items/smoke-fan-g-g.md b/compendium/equipment/items/smoke-fan-g-g.md index 7aa0ffd85..86b32c221 100644 --- a/compendium/equipment/items/smoke-fan-g-g.md +++ b/compendium/equipment/items/smoke-fan-g-g.md @@ -18,6 +18,7 @@ aliases: ["Smoke Fan"] When you [Activate](rules/actions/activate-an-item.md) a smoke fan, it creates a cloud of colored smoke. The smoke fills a 5-foot radius. The creator chooses the smoke's color when creating the smoke fan. Creatures within the smoke's area are [concealed](rules/conditions.md#Concealed), and all other creatures are [concealed](rules/conditions.md#Concealed) to them. The smoke lasts for 1 minute or until dissipated by a strong wind. --- + ### Variants #### smoke fan *Item 2* diff --git a/compendium/equipment/items/smokestick.md b/compendium/equipment/items/smokestick.md index 249fc200a..1359a3481 100644 --- a/compendium/equipment/items/smokestick.md +++ b/compendium/equipment/items/smokestick.md @@ -17,6 +17,7 @@ aliases: ["Smokestick"] With a sharp twist of this item, you instantly create a screen of thick, opaque smoke in a burst centered on one corner of your space. All creatures within that area are [concealed](rules/conditions.md#Concealed), and all other creatures are [concealed](rules/conditions.md#Concealed) to them. The smoke lasts for 1 minute or until dispersed by a strong wind. --- + ### Variants #### lesser *Item 1* diff --git a/compendium/equipment/items/snare-kit.md b/compendium/equipment/items/snare-kit.md index 1a4c240ac..da8c94b3a 100644 --- a/compendium/equipment/items/snare-kit.md +++ b/compendium/equipment/items/snare-kit.md @@ -15,6 +15,7 @@ aliases: ["Snare Kit"] This kit contains tools and materials for creating snares. A snare kit allows you to [Craft](rules/actions/craft.md) snares using the [Crafting](compendium/skills.md#Crafting) skill. You can draw and replace a worn snare kit as part of the action to use it. --- + ### Variants #### Base *Item 0* diff --git a/compendium/equipment/items/snarling-badger-tv.md b/compendium/equipment/items/snarling-badger-tv.md index db0b350dd..137500d73 100644 --- a/compendium/equipment/items/snarling-badger-tv.md +++ b/compendium/equipment/items/snarling-badger-tv.md @@ -20,6 +20,7 @@ aliases: ["Snarling Badger"] This tarnished steel pendant is inlaid with the face of an enraged badger. When you Activate the talisman, it casts heroism on you. If you lose the [wounded](rules/conditions.md#Wounded) condition, the heroism ends immediately. --- + ### Variants #### lesser snarling badger *Item 6* diff --git a/compendium/equipment/items/snipers-bead-g-g.md b/compendium/equipment/items/snipers-bead-g-g.md index 4a10dbf06..0839ec370 100644 --- a/compendium/equipment/items/snipers-bead-g-g.md +++ b/compendium/equipment/items/snipers-bead-g-g.md @@ -19,6 +19,7 @@ aliases: ["Sniper's Bead"] This plain wooden bead dangles from a string attached to the stock of the affixed weapon. When you activate the bead, its magic greatly lessens the effect of distance on your triggering attack. --- + ### Variants #### sniper's bead *Item 4* diff --git a/compendium/equipment/items/soaring-wings-tv.md b/compendium/equipment/items/soaring-wings-tv.md index 2fae06f5a..ffd9b3911 100644 --- a/compendium/equipment/items/soaring-wings-tv.md +++ b/compendium/equipment/items/soaring-wings-tv.md @@ -26,6 +26,7 @@ title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actio ``` --- + ### Variants #### soaring wings *Item 9* diff --git a/compendium/equipment/items/sonic-tuning-mace-som.md b/compendium/equipment/items/sonic-tuning-mace-som.md index ad24b2645..be5f3fbe1 100644 --- a/compendium/equipment/items/sonic-tuning-mace-som.md +++ b/compendium/equipment/items/sonic-tuning-mace-som.md @@ -25,6 +25,7 @@ title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actio ``` --- + ### Variants #### sonic tuning mace *Item 9* diff --git a/compendium/equipment/items/soothing-powder-tv.md b/compendium/equipment/items/soothing-powder-tv.md index 273645fba..3429b3e95 100644 --- a/compendium/equipment/items/soothing-powder-tv.md +++ b/compendium/equipment/items/soothing-powder-tv.md @@ -18,6 +18,7 @@ aliases: ["Soothing Powder"] Soothing powders are remedies made to stop a particular type of [persistent damage](rules/conditions.md#Persistent%20Damage). Each damage type requires a different formula, with the most popular being bleed soothing powder, poison soothing powder, fire soothing powder, and acid soothing powder. You Activate soothing powder by sprinkling it on yourself or another creature within reach. The target can immediately attempt a new flat check to remove [persistent damage](rules/conditions.md#Persistent%20Damage) the powder works against. This powder lowers the DC to 10, as normal for a particularly appropriate type of help. --- + ### Variants #### lesser *Item 5* diff --git a/compendium/equipment/items/soothing-tonic-tv.md b/compendium/equipment/items/soothing-tonic-tv.md index 2bbb14645..43fe9d17b 100644 --- a/compendium/equipment/items/soothing-tonic-tv.md +++ b/compendium/equipment/items/soothing-tonic-tv.md @@ -21,6 +21,7 @@ Soothing tonic is a pleasantly savory concoction that speeds your natural healin You gain fast healing for 1 minute in an amount depending on the tonic's type. --- + ### Variants #### lesser *Item 2* diff --git a/compendium/equipment/items/sovereign-steel-armor-lol.md b/compendium/equipment/items/sovereign-steel-armor-lol.md index 6fee753d1..05c9cd076 100644 --- a/compendium/equipment/items/sovereign-steel-armor-lol.md +++ b/compendium/equipment/items/sovereign-steel-armor-lol.md @@ -15,6 +15,7 @@ aliases: ["Sovereign Steel Armor"] Sovereign steel armor sickens certain creatures that touch it. A creature with weakness to cold iron that critically fails an unarmed attack against a creature in sovereign steel armor becomes [sickened](rules/conditions.md#Sickened), and such a creature is [sickened](rules/conditions.md#Sickened) as long as it wears sovereign steel armor. The noqual in sovereign steel armor provides protection against magic, granting you a +1 circumstance bonus to AC against spell attack rolls. If you [Cast a Spell](rules/actions/cast-a-spell.md) while wearing sovereign steel armor, you must succeed at a DC 5 flat check or the spell fails. --- + ### Variants #### standard-grade sovereign steel armor *Item 13* diff --git a/compendium/equipment/items/sovereign-steel-lol.md b/compendium/equipment/items/sovereign-steel-lol.md index b5ec6ff24..4e5eb1500 100644 --- a/compendium/equipment/items/sovereign-steel-lol.md +++ b/compendium/equipment/items/sovereign-steel-lol.md @@ -14,20 +14,54 @@ aliases: ["Sovereign Steel"] Created by Black Sovereign Kevoth-Kul, this unique alloy of cold iron and the skymetal noqual can provide protection from magical assault. The process of cold-forging the two materials together is quite complicated and precise. Characters in search of sovereign steel weapons and armor will almost assuredly have to travel to Starfall to procure gear made from this rare alloy. While some believe it possible to craft shields of sovereign steel as well, in one of his fits, Kevoth-Kul yelled that he had no use for them and banned anyone from making such a thing. So far, his smiths have been too afraid to confirm whether or not it was a joke. All sovereign steel items (including weapon and armor below) have a +4 circumstance bonus on saves against magic that the item makes, and grant their bonus to saves the owner makes specifically to protect the item from magic (such as against the [rusting grasp](compendium/spells/rusting-grasp-apg.md) spell). -| Sovereign Steel Items | Hardness | HP | BT | -|-----------------------|----------|----|----| -| **Thin Items** | | | | -| multiRow | | -| multiRow | | -| **Items** | | | | -| multiRow | | -| multiRow | | -| **Structures** | | | | -| multiRow | | -| multiRow | | + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Sovereign Steel ItemsHardnessHPBT
**Thin Items**
Standard-grade
High-grade
7
10
28
40
14
20
**Items**
Standard-grade
High-grade
11
14
44
56
22
28
**Structures**
Standard-grade
High-grade
22
28
88
112
44
56
--- + ### Variants #### sovereign steel chunk *Item 0* diff --git a/compendium/equipment/items/sovereign-steel-weapon-lol.md b/compendium/equipment/items/sovereign-steel-weapon-lol.md index bae14a684..89ffb9b1c 100644 --- a/compendium/equipment/items/sovereign-steel-weapon-lol.md +++ b/compendium/equipment/items/sovereign-steel-weapon-lol.md @@ -15,6 +15,7 @@ aliases: ["Sovereign Steel Weapon"] Sovereign steel weapons are treated as cold iron against creatures with a weakness to cold iron, like demons and fey. In addition, the noqual in sovereign steel weapons disrupts spellcasters' concentration, causing them to become [stupefied](rules/conditions.md#Stupefied) for 1 round on a critical hit. --- + ### Variants #### standard-grade sovereign steel weapon *Item 12* diff --git a/compendium/equipment/items/sparking-spellgun-tv.md b/compendium/equipment/items/sparking-spellgun-tv.md index 422e93cdc..5617c0e78 100644 --- a/compendium/equipment/items/sparking-spellgun-tv.md +++ b/compendium/equipment/items/sparking-spellgun-tv.md @@ -25,6 +25,7 @@ A broad wooden tube with a handle, a sparking spellgun radiates warmth. You Acti > - **Success** The target takes full damage, full [persistent damage](rules/conditions.md#Persistent%20Damage), and is [dazzled](rules/conditions.md#Dazzled) while the [persistent damage](rules/conditions.md#Persistent%20Damage) lasts. --- + ### Variants #### lesser *Item 5* diff --git a/compendium/equipment/items/spectacles-of-understanding-lopsg.md b/compendium/equipment/items/spectacles-of-understanding-lopsg.md index 3cac4c6d8..6a3c2c77e 100644 --- a/compendium/equipment/items/spectacles-of-understanding-lopsg.md +++ b/compendium/equipment/items/spectacles-of-understanding-lopsg.md @@ -26,6 +26,7 @@ title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Action ``` --- + ### Variants #### spectacles of understanding *Item 5* diff --git a/compendium/equipment/items/spellstrike-ammunition.md b/compendium/equipment/items/spellstrike-ammunition.md index fe04ce4f5..4a467aaea 100644 --- a/compendium/equipment/items/spellstrike-ammunition.md +++ b/compendium/equipment/items/spellstrike-ammunition.md @@ -22,6 +22,7 @@ The ammunition affects only the target hit, even if the spell would normally aff The maximum level of spell the ammunition can hold determines its item level and Price. --- + ### Variants #### I *Item 3* diff --git a/compendium/equipment/items/spellstriker-staff-tv.md b/compendium/equipment/items/spellstriker-staff-tv.md index a5006addc..1e1b02309 100644 --- a/compendium/equipment/items/spellstriker-staff-tv.md +++ b/compendium/equipment/items/spellstriker-staff-tv.md @@ -34,6 +34,7 @@ You expend a number of charges from the staff to cast a spell from its list. ``` --- + ### Variants #### spellstriker staff *Item 7* diff --git a/compendium/equipment/items/spider-gun-g-g.md b/compendium/equipment/items/spider-gun-g-g.md index fb49ab088..520149f2f 100644 --- a/compendium/equipment/items/spider-gun-g-g.md +++ b/compendium/equipment/items/spider-gun-g-g.md @@ -32,6 +32,7 @@ You fire a mass of webbing at a square within 30 feet. That square becomes cover ``` --- + ### Variants #### spider gun *Item 6* diff --git a/compendium/equipment/items/spiderfoot-brew-pfum.md b/compendium/equipment/items/spiderfoot-brew-pfum.md index 510497d70..72bc80e44 100644 --- a/compendium/equipment/items/spiderfoot-brew-pfum.md +++ b/compendium/equipment/items/spiderfoot-brew-pfum.md @@ -20,6 +20,7 @@ aliases: ["Spiderfoot Brew"] This gelatinous, sticky fluid is made from the silk glands of giant spiders. When you drink a spiderfoot brew, tiny clinging hairs grow on your hands and feet, granting you a climb Speed and an item bonus to [Athletics](compendium/skills.md#Athletics) checks made to climb for the listed duration. --- + ### Variants #### lesser *Item 3* diff --git a/compendium/equipment/items/spiderfoot-brew-tv.md b/compendium/equipment/items/spiderfoot-brew-tv.md index 8c786a48e..a6b66740a 100644 --- a/compendium/equipment/items/spiderfoot-brew-tv.md +++ b/compendium/equipment/items/spiderfoot-brew-tv.md @@ -21,6 +21,7 @@ This sticky fluid is made from the silk glands of giant spiders. When you drink a spiderfoot brew, tiny hairs grow on your hands and feet, granting you a climb Speed and an item bonus to [Athletics](compendium/skills.md#Athletics) checks made to [Climb](rules/actions/climb.md) for the listed duration. --- + ### Variants #### lesser *Item 3* diff --git a/compendium/equipment/items/spirit-sealing-fulu-som.md b/compendium/equipment/items/spirit-sealing-fulu-som.md index 499393290..279930066 100644 --- a/compendium/equipment/items/spirit-sealing-fulu-som.md +++ b/compendium/equipment/items/spirit-sealing-fulu-som.md @@ -20,6 +20,7 @@ aliases: ["Spirit-sealing Fulu"] This classic fulu seals the negative energy within an undead, freezing it in its tracks. Upon affixing, the target undead must attempt a Will save or be [paralyzed](rules/conditions.md#Paralyzed) for 1 round. --- + ### Variants #### spirit-sealing fulu *Item 3* diff --git a/compendium/equipment/items/spirit-singer-g-g.md b/compendium/equipment/items/spirit-singer-g-g.md index 87a463b53..764cd8aba 100644 --- a/compendium/equipment/items/spirit-singer-g-g.md +++ b/compendium/equipment/items/spirit-singer-g-g.md @@ -14,6 +14,7 @@ aliases: ["Spirit-Singer"] Etheric spirit-singers create an eerie spectral sound based on the presence of spiritual essence and other ethereal energies. All spirit-singers can be used as musical instruments by manipulating the sensitivity to ethereal energies. However, they have an even greater benefit in areas heavy with spiritual essence. When played in the presence of a significant spiritual disturbance, such as a haunt or an incorporeal undead, a spirit-singer grants you a +1 item bonus to [Performance](compendium/skills.md#Performance) checks. While playing a spirit-singer, you also gain a +1 item bonus to checks to detect a haunt or incorporeal undead, and you can roll a check to notice a haunt even if you aren't actively [Searching](rules/actions/search.md) for it, due to the distortions of the spirit-singer's music. A haunt or incorporeal undead that is intelligent enough to notice the effects it is having on the spirit-singer's music and that can't otherwise communicate with the living might choose to use the spirit-singer to do so if it wishes. For instance, it could try to guide the spirit-singer player towards a location by creating distortions in that direction or, if it understands language, it could try to answer questions by creating one distortion for yes and two distortions for no. Unless stated otherwise in its usage entry, a spirit-singer functions like a heavy musical instrument; rather than carrying it, the musician places the spirit-singer in a particular position and uses both hands to play. --- + ### Variants #### spirit-singer *Item 5* diff --git a/compendium/equipment/items/spiritual-warhorn-tv.md b/compendium/equipment/items/spiritual-warhorn-tv.md index 319331209..905c1e409 100644 --- a/compendium/equipment/items/spiritual-warhorn-tv.md +++ b/compendium/equipment/items/spiritual-warhorn-tv.md @@ -21,6 +21,7 @@ A spiritual warhorn is a trumpet made of horn, leather, and metal. When you play Once the magic is used, the warhorn remains as a non-magical musical instrument. --- + ### Variants #### lesser *Item 5* diff --git a/compendium/equipment/items/sprite-apple-tv.md b/compendium/equipment/items/sprite-apple-tv.md index 78029a358..db927d68f 100644 --- a/compendium/equipment/items/sprite-apple-tv.md +++ b/compendium/equipment/items/sprite-apple-tv.md @@ -18,6 +18,7 @@ aliases: ["Sprite Apple"] A sparkling candy coating covers a sprite apple. For 10 minutes after consuming a sprite apple, you shed bright light in a 20-foot emanation (and dim light for the next 20 feet). While shedding this light, you can't be [concealed](rules/conditions.md#Concealed) if you're visible, and if you're [invisible](rules/conditions.md#Invisible), you're [concealed](rules/conditions.md#Concealed) instead rather than being [undetected](rules/conditions.md#Undetected). The light matches the vibrant color of the apple's candy coating. Creatures in the bright light are subject to another effect, depending on the type of apple. --- + ### Variants #### chartreuse sprite apple *Item 5* diff --git a/compendium/equipment/items/spy-staff-tv.md b/compendium/equipment/items/spy-staff-tv.md index 2d85bf0b8..c0fc8ef8d 100644 --- a/compendium/equipment/items/spy-staff-tv.md +++ b/compendium/equipment/items/spy-staff-tv.md @@ -33,6 +33,7 @@ You expend a number of charges from the staff to cast a spell from its list. ``` --- + ### Variants #### spy staff *Item 7* diff --git a/compendium/equipment/items/spyglass.md b/compendium/equipment/items/spyglass.md index 51f4d9de1..f390842d8 100644 --- a/compendium/equipment/items/spyglass.md +++ b/compendium/equipment/items/spyglass.md @@ -15,6 +15,7 @@ aliases: ["Spyglass"] A typical spyglass lets you see eight times farther than normal. --- + ### Variants #### Base *Item 0* diff --git a/compendium/equipment/items/staff-of-abjuration.md b/compendium/equipment/items/staff-of-abjuration.md index 45ffc165a..10038178d 100644 --- a/compendium/equipment/items/staff-of-abjuration.md +++ b/compendium/equipment/items/staff-of-abjuration.md @@ -25,6 +25,7 @@ You expend a number of charges from the staff to cast a spell from its list. ``` --- + ### Variants #### staff of abjuration *Item 6* diff --git a/compendium/equipment/items/staff-of-air-tv.md b/compendium/equipment/items/staff-of-air-tv.md index 597e31bfa..426b220bd 100644 --- a/compendium/equipment/items/staff-of-air-tv.md +++ b/compendium/equipment/items/staff-of-air-tv.md @@ -25,6 +25,7 @@ You expend a number of charges from the staff to cast a spell from its list. ``` --- + ### Variants #### staff of air *Item 3* diff --git a/compendium/equipment/items/staff-of-conjuration.md b/compendium/equipment/items/staff-of-conjuration.md index fd03c8758..f7bcafdc1 100644 --- a/compendium/equipment/items/staff-of-conjuration.md +++ b/compendium/equipment/items/staff-of-conjuration.md @@ -25,6 +25,7 @@ You expend a number of charges from the staff to cast a spell from its list. ``` --- + ### Variants #### staff of conjuration *Item 6* diff --git a/compendium/equipment/items/staff-of-divination.md b/compendium/equipment/items/staff-of-divination.md index b0f0f607a..e1a1f0847 100644 --- a/compendium/equipment/items/staff-of-divination.md +++ b/compendium/equipment/items/staff-of-divination.md @@ -25,6 +25,7 @@ You expend a number of charges from the staff to cast a spell from its list. ``` --- + ### Variants #### staff of divination *Item 6* diff --git a/compendium/equipment/items/staff-of-earth-tv.md b/compendium/equipment/items/staff-of-earth-tv.md index 014c8fca3..67dae808e 100644 --- a/compendium/equipment/items/staff-of-earth-tv.md +++ b/compendium/equipment/items/staff-of-earth-tv.md @@ -25,6 +25,7 @@ You expend a number of charges from the staff to cast a spell from its list. ``` --- + ### Variants #### staff of earth *Item 3* diff --git a/compendium/equipment/items/staff-of-enchantment.md b/compendium/equipment/items/staff-of-enchantment.md index 318f6a1e7..d7e2adb28 100644 --- a/compendium/equipment/items/staff-of-enchantment.md +++ b/compendium/equipment/items/staff-of-enchantment.md @@ -25,6 +25,7 @@ You expend a number of charges from the staff to cast a spell from its list. ``` --- + ### Variants #### staff of enchantment *Item 6* diff --git a/compendium/equipment/items/staff-of-evocation.md b/compendium/equipment/items/staff-of-evocation.md index d9c3db7ee..81d2a0bc5 100644 --- a/compendium/equipment/items/staff-of-evocation.md +++ b/compendium/equipment/items/staff-of-evocation.md @@ -25,6 +25,7 @@ You expend a number of charges from the staff to cast a spell from its list. ``` --- + ### Variants #### staff of evocation *Item 6* diff --git a/compendium/equipment/items/staff-of-final-rest-lotgb.md b/compendium/equipment/items/staff-of-final-rest-lotgb.md index 864a87f8c..65491dbdd 100644 --- a/compendium/equipment/items/staff-of-final-rest-lotgb.md +++ b/compendium/equipment/items/staff-of-final-rest-lotgb.md @@ -26,6 +26,7 @@ You expend a number of charges from the staff to cast a spell from its list. ``` --- + ### Variants #### staff of final rest *Item 6* diff --git a/compendium/equipment/items/staff-of-fire.md b/compendium/equipment/items/staff-of-fire.md index 3ba1e8df8..bb3ebed12 100644 --- a/compendium/equipment/items/staff-of-fire.md +++ b/compendium/equipment/items/staff-of-fire.md @@ -27,6 +27,7 @@ You expend a number of charges from the staff to cast a spell from its list. ``` --- + ### Variants #### staff of fire *Item 3* diff --git a/compendium/equipment/items/staff-of-healing.md b/compendium/equipment/items/staff-of-healing.md index 2563a7cc2..a86cdccbc 100644 --- a/compendium/equipment/items/staff-of-healing.md +++ b/compendium/equipment/items/staff-of-healing.md @@ -25,6 +25,7 @@ You expend a number of charges from the staff to cast a spell from its list. ``` --- + ### Variants #### staff of healing *Item 4* diff --git a/compendium/equipment/items/staff-of-illusion.md b/compendium/equipment/items/staff-of-illusion.md index 643f6e9f4..56b4bb3ae 100644 --- a/compendium/equipment/items/staff-of-illusion.md +++ b/compendium/equipment/items/staff-of-illusion.md @@ -27,6 +27,7 @@ You expend a number of charges from the staff to cast a spell from its list. ``` --- + ### Variants #### staff of illusion *Item 6* diff --git a/compendium/equipment/items/staff-of-impossible-visions-apg.md b/compendium/equipment/items/staff-of-impossible-visions-apg.md index 936689c40..3e9c78b42 100644 --- a/compendium/equipment/items/staff-of-impossible-visions-apg.md +++ b/compendium/equipment/items/staff-of-impossible-visions-apg.md @@ -28,6 +28,7 @@ You expend a number of charges from the staff to cast a spell from its list. ``` --- + ### Variants #### staff of impossible visions *Item 6* diff --git a/compendium/equipment/items/staff-of-natures-cunning-som.md b/compendium/equipment/items/staff-of-natures-cunning-som.md index 3f5534475..2e90c2ab0 100644 --- a/compendium/equipment/items/staff-of-natures-cunning-som.md +++ b/compendium/equipment/items/staff-of-natures-cunning-som.md @@ -26,6 +26,7 @@ You expend a number of charges from the staff to cast a spell from its list. ``` --- + ### Variants #### staff of nature's cunning *Item 7* diff --git a/compendium/equipment/items/staff-of-natures-vengeance-apg.md b/compendium/equipment/items/staff-of-natures-vengeance-apg.md index a51bfa291..73843b184 100644 --- a/compendium/equipment/items/staff-of-natures-vengeance-apg.md +++ b/compendium/equipment/items/staff-of-natures-vengeance-apg.md @@ -25,6 +25,7 @@ You expend a number of charges from the staff to cast a spell from its list. ``` --- + ### Variants #### staff of nature's vengeance *Item 10* diff --git a/compendium/equipment/items/staff-of-necromancy.md b/compendium/equipment/items/staff-of-necromancy.md index da6402478..70fb9301c 100644 --- a/compendium/equipment/items/staff-of-necromancy.md +++ b/compendium/equipment/items/staff-of-necromancy.md @@ -25,6 +25,7 @@ You expend a number of charges from the staff to cast a spell from its list. ``` --- + ### Variants #### staff of necromancy *Item 6* diff --git a/compendium/equipment/items/staff-of-providence-apg.md b/compendium/equipment/items/staff-of-providence-apg.md index 4cce78212..71fcb47bf 100644 --- a/compendium/equipment/items/staff-of-providence-apg.md +++ b/compendium/equipment/items/staff-of-providence-apg.md @@ -25,6 +25,7 @@ You expend a number of charges from the staff to cast a spell from its list. ``` --- + ### Variants #### staff of providence *Item 6* diff --git a/compendium/equipment/items/staff-of-the-black-desert-ec5.md b/compendium/equipment/items/staff-of-the-black-desert-ec5.md index 47452c94f..602241a33 100644 --- a/compendium/equipment/items/staff-of-the-black-desert-ec5.md +++ b/compendium/equipment/items/staff-of-the-black-desert-ec5.md @@ -26,6 +26,7 @@ You expend a number of charges from the staff to cast a spell from this list. ``` --- + ### Variants #### staff of the Black Desert *Item 12* diff --git a/compendium/equipment/items/staff-of-the-desert-winds-som.md b/compendium/equipment/items/staff-of-the-desert-winds-som.md index 64254e9ab..bb93952db 100644 --- a/compendium/equipment/items/staff-of-the-desert-winds-som.md +++ b/compendium/equipment/items/staff-of-the-desert-winds-som.md @@ -25,6 +25,7 @@ You expend a number of charges from the staff to cast a spell from the staff's l ``` --- + ### Variants #### staff of the desert winds *Item 6* diff --git a/compendium/equipment/items/staff-of-the-dreamlands-lotgb.md b/compendium/equipment/items/staff-of-the-dreamlands-lotgb.md index 9bfcc47eb..56ad435f4 100644 --- a/compendium/equipment/items/staff-of-the-dreamlands-lotgb.md +++ b/compendium/equipment/items/staff-of-the-dreamlands-lotgb.md @@ -26,6 +26,7 @@ You expend a number of charges from the staff to cast a spell from its list. ``` --- + ### Variants #### staff of the Dreamlands *Item 6* diff --git a/compendium/equipment/items/staff-of-transmutation.md b/compendium/equipment/items/staff-of-transmutation.md index f223b1dbe..5fb5a5d8e 100644 --- a/compendium/equipment/items/staff-of-transmutation.md +++ b/compendium/equipment/items/staff-of-transmutation.md @@ -27,6 +27,7 @@ You expend a number of charges from the staff to cast a spell from its list. ``` --- + ### Variants #### staff of transmutation *Item 6* diff --git a/compendium/equipment/items/staff-of-water-tv.md b/compendium/equipment/items/staff-of-water-tv.md index bbcbe9119..bb6f3123b 100644 --- a/compendium/equipment/items/staff-of-water-tv.md +++ b/compendium/equipment/items/staff-of-water-tv.md @@ -25,6 +25,7 @@ You expend a number of charges from the staff to cast a spell from its list. ``` --- + ### Variants #### staff of water *Item 3* diff --git a/compendium/equipment/items/staff-storing-shield-som.md b/compendium/equipment/items/staff-storing-shield-som.md index d7c216824..4c13d790e 100644 --- a/compendium/equipment/items/staff-storing-shield-som.md +++ b/compendium/equipment/items/staff-storing-shield-som.md @@ -25,6 +25,7 @@ You change the staff-storing shield from its shield form into the stored staff, ``` --- + ### Variants #### staff-storing shield *Item 7* diff --git a/compendium/equipment/items/stalk-goggles-gw1.md b/compendium/equipment/items/stalk-goggles-gw1.md index c849c439b..d53d3585f 100644 --- a/compendium/equipment/items/stalk-goggles-gw1.md +++ b/compendium/equipment/items/stalk-goggles-gw1.md @@ -27,6 +27,7 @@ title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Action ``` --- + ### Variants #### stalk goggles *Item 1* diff --git a/compendium/equipment/items/stampede-medallion-som.md b/compendium/equipment/items/stampede-medallion-som.md index 2a1d8aceb..b4ac2787b 100644 --- a/compendium/equipment/items/stampede-medallion-som.md +++ b/compendium/equipment/items/stampede-medallion-som.md @@ -28,6 +28,7 @@ Each of these foes takes `8d6` bludgeoning damage, with a DC 29 basic Reflex sav ``` --- + ### Variants #### stampede medallion *Item 12* diff --git a/compendium/equipment/items/stanching-lotgb.md b/compendium/equipment/items/stanching-lotgb.md index 003845a26..468188adb 100644 --- a/compendium/equipment/items/stanching-lotgb.md +++ b/compendium/equipment/items/stanching-lotgb.md @@ -17,6 +17,7 @@ aliases: ["Stanching"] These symbols close bloody wounds. Armor with this rune reduces the DC of the flat check to end [persistent bleed damage](rules/conditions.md#Persistent%20Damage) from 15 to 12 (7 with particularly effective assistance). --- + ### Variants #### stanching *Item 5* diff --git a/compendium/equipment/items/star-grenade-ooa3.md b/compendium/equipment/items/star-grenade-ooa3.md index 1e944a22b..0f0cebcb1 100644 --- a/compendium/equipment/items/star-grenade-ooa3.md +++ b/compendium/equipment/items/star-grenade-ooa3.md @@ -23,6 +23,7 @@ symbol of a four-pointed star on their outer surface, explode outward in the sha When you throw a star grenade, arrange two perpendicular 25-foot lines over the target, both centered on the target and moving straight through the target, not diagonally. Creatures other than the target within these two lines take splash damage (typically 8 squares take splash damage for a Medium creature). [Any](rules/traits/any-b1.md "Any Alignment Trait") effect that alters or adjusts the splash area's shape or size, like the alchemist feat Expanded Splash, doesn't apply to star grenades. --- + ### Variants #### lesser *Item 1* diff --git a/compendium/equipment/items/starshot-arrow-lol.md b/compendium/equipment/items/starshot-arrow-lol.md index 4ab7d2da3..d612082e9 100644 --- a/compendium/equipment/items/starshot-arrow-lol.md +++ b/compendium/equipment/items/starshot-arrow-lol.md @@ -19,6 +19,7 @@ aliases: ["Starshot Arrow"] The metal of these arrows is said to have come from a star that ventured too close to Golarion and was shot down by a moonlit archer. When you activate and shoot a starshot arrow, you take no range penalties against any target that you can personally detect. There must be a line of effect between you and the target. --- + ### Variants #### lesser *Item 7* diff --git a/compendium/equipment/items/stepping-stone-shot-g-g.md b/compendium/equipment/items/stepping-stone-shot-g-g.md index bd0544fb5..f593c9a0b 100644 --- a/compendium/equipment/items/stepping-stone-shot-g-g.md +++ b/compendium/equipment/items/stepping-stone-shot-g-g.md @@ -19,6 +19,7 @@ aliases: ["Stepping Stone Shot"] A series of small stone discs pressed into a single round make up this ammunition. When you fire an activated stepping stone shot, whether you hit or miss your target, the shot creates a series of supports in a line that creatures can walk on as if solid ground. The line can ascend or descend at a 45-degree angle. The discs support any amount of weight, but don't otherwise pose any sort of obstacle; creatures and attacks can move through them if they wish. They crumble to dust if anything attempts to move or otherwise manipulate them. A creature can use a two-action activity, which has the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait, to [Stride](rules/actions/stride.md) up to its speed on the stones while causing them to crumble behind it. This ammunition does not work in firearms with the [scatter](rules/traits/scatter-g-g.md "Scatter Weapon Trait") trait. The maximum length of the line depends on the type of ammunition. However, the line also can't extend beyond the maximum distance for a [Strike](rules/actions/strike.md) from your firearm (usually six times the firearm's range increment). --- + ### Variants #### stepping stone shot *Item 7* diff --git a/compendium/equipment/items/stone-body-mutagen-fop.md b/compendium/equipment/items/stone-body-mutagen-fop.md index 2355246fd..5642d9dc9 100644 --- a/compendium/equipment/items/stone-body-mutagen-fop.md +++ b/compendium/equipment/items/stone-body-mutagen-fop.md @@ -25,6 +25,7 @@ Benefit You gain resistance to physical damage (except bludgeoning) equal to the Drawback Your Speeds are reduced by 10 feet (minimum 5 feet) and you take a –2 penalty to Reflex saves. --- + ### Variants #### lesser *Item 5* diff --git a/compendium/equipment/items/stone-body-mutagen-tv.md b/compendium/equipment/items/stone-body-mutagen-tv.md index 6e3d61cca..2e63e1e61 100644 --- a/compendium/equipment/items/stone-body-mutagen-tv.md +++ b/compendium/equipment/items/stone-body-mutagen-tv.md @@ -22,6 +22,7 @@ This mutagen calcifies your body, making it as hard as stone. Benefit You gain r Drawback Your Speeds are reduced by 10 feet (to a minimum of 5 feet) and you take a –2 penalty to Reflex saves. --- + ### Variants #### lesser *Item 5* diff --git a/compendium/equipment/items/stone-circle-lotgb.md b/compendium/equipment/items/stone-circle-lotgb.md index 5b7bd91cb..e04a5661d 100644 --- a/compendium/equipment/items/stone-circle-lotgb.md +++ b/compendium/equipment/items/stone-circle-lotgb.md @@ -28,6 +28,7 @@ When you cast a ritual of 5th level or lower within the stone circle, the first ``` --- + ### Variants #### stone circle *Item 10* diff --git a/compendium/equipment/items/stone-tv.md b/compendium/equipment/items/stone-tv.md index 1507a8e11..bd2f2bb7f 100644 --- a/compendium/equipment/items/stone-tv.md +++ b/compendium/equipment/items/stone-tv.md @@ -19,6 +19,7 @@ Stone was one of the earliest materials used to create tools, and crafters can s --- + ### Variants #### low-grade stone object *Item 0* diff --git a/compendium/equipment/items/storm-flash.md b/compendium/equipment/items/storm-flash.md index 2ba2320f4..5f353e112 100644 --- a/compendium/equipment/items/storm-flash.md +++ b/compendium/equipment/items/storm-flash.md @@ -34,6 +34,7 @@ title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Action ``` --- + ### Variants #### storm flash *Item 14* diff --git a/compendium/equipment/items/striking.md b/compendium/equipment/items/striking.md index 4519ee008..705d477f9 100644 --- a/compendium/equipment/items/striking.md +++ b/compendium/equipment/items/striking.md @@ -18,6 +18,7 @@ A striking rune stores destructive magic in the weapon, increasing the weapon da You can upgrade the striking rune already etched on a weapon to a stronger version, increasing the values of the existing rune to those of the new rune. You must have the formula of the stronger rune to do so, and the Price of the upgrade is the difference between the two runes' Prices. --- + ### Variants #### striking *Item 4* diff --git a/compendium/equipment/items/sturdy-shield.md b/compendium/equipment/items/sturdy-shield.md index 252b4dc61..84b58c9c4 100644 --- a/compendium/equipment/items/sturdy-shield.md +++ b/compendium/equipment/items/sturdy-shield.md @@ -17,6 +17,7 @@ aliases: ["Sturdy Shield"] With a superior design and excellent craftsmanship, this steel shield has higher Hardness than its non-magical counterparts, making it harder to break and destroy. --- + ### Variants #### minor *Item 4* diff --git a/compendium/equipment/items/sulfur-bomb-lotgb.md b/compendium/equipment/items/sulfur-bomb-lotgb.md index f3e4b0e10..088a92b29 100644 --- a/compendium/equipment/items/sulfur-bomb-lotgb.md +++ b/compendium/equipment/items/sulfur-bomb-lotgb.md @@ -24,6 +24,7 @@ A thick, sulfurous, irritating gas fills this golden-yellow flask. A sulfur bomb deals the listed damage. On a hit, the target takes a –1 status penalty to [Perception](compendium/skills.md#Perception) checks and attack rolls until the end of its next turn, or becomes [sickened](rules/conditions.md#Sickened) on a critical hit. Creatures hit with this bomb are temporarily immune to the effects of the bomb for 1 minute. --- + ### Variants #### lesser *Item 1* diff --git a/compendium/equipment/items/survey-map.md b/compendium/equipment/items/survey-map.md index a9ebe607d..6b8d06887 100644 --- a/compendium/equipment/items/survey-map.md +++ b/compendium/equipment/items/survey-map.md @@ -16,6 +16,7 @@ aliases: ["Survey Map"] Maps are uncommon. Most maps you can find are simple and functional. A survey map details a single location in excellent detail. One of these maps gives you a +1 item bonus to [Survival](compendium/skills.md#Survival) checks and any skill checks to [Recall Knowledge](rules/actions/recall-knowledge.md), provided the checks are related to the location detailed on the map. The GM determines what maps are available in any location. --- + ### Variants #### Survey Map *Item 0* diff --git a/compendium/equipment/items/swallow-spike-tv.md b/compendium/equipment/items/swallow-spike-tv.md index 19e0b142e..a9917daaa 100644 --- a/compendium/equipment/items/swallow-spike-tv.md +++ b/compendium/equipment/items/swallow-spike-tv.md @@ -40,6 +40,7 @@ The armor makes a melee attack against the creature, as described in the rune's ``` --- + ### Variants #### swallow-spike *Item 6* diff --git a/compendium/equipment/items/swarmsuit-lotgb.md b/compendium/equipment/items/swarmsuit-lotgb.md index 8ae0cea16..9c6661e8f 100644 --- a/compendium/equipment/items/swarmsuit-lotgb.md +++ b/compendium/equipment/items/swarmsuit-lotgb.md @@ -14,6 +14,7 @@ aliases: ["Swarmsuit"] These thick, overlapping layers of clothing are coupled with a matching hat, outfitted with mesh netting around its wide brim to keep you safe from insects. You gain resistance 3 to physical damage from swarms. Explorer's clothing altered in this way has a Dexterity cap of +2, check penalty of –1, and Speed penalty of –5 feet regardless of your Strength. --- + ### Variants #### swarmsuit *Item 1* diff --git a/compendium/equipment/items/talisman-cord-lopsg.md b/compendium/equipment/items/talisman-cord-lopsg.md index dbadf95dc..fb84f2415 100644 --- a/compendium/equipment/items/talisman-cord-lopsg.md +++ b/compendium/equipment/items/talisman-cord-lopsg.md @@ -20,6 +20,7 @@ This thin leather cord bears delicate runic markings and threads through an item When you [Affix a Talisman](rules/actions/affix-a-talisman.md) to that item, you can thread the talisman onto the cord, activating the cord's preserving effects. The cord is attuned to a particular school of magic, chosen when the cord was created. It gains the corresponding trait for that school. When you activate a talisman threaded through a cord with the same magic school trait that's also the cord's level or lower, attempt a DC 16 flat check. On a success, that talisman is not consumed and can be used again. --- + ### Variants #### lesser talisman cord *Item 4* diff --git a/compendium/equipment/items/tanglefoot-bag.md b/compendium/equipment/items/tanglefoot-bag.md index e568ed7c5..5b701ab02 100644 --- a/compendium/equipment/items/tanglefoot-bag.md +++ b/compendium/equipment/items/tanglefoot-bag.md @@ -26,6 +26,7 @@ On a critical hit, a creature in contact with a solid surface becomes stuck to t The target can end any effects by [Escaping](rules/actions/escape.md) or spending a total of 3 [Interact](rules/actions/interact.md) actions to carefully remove the sticky substances. These [Interact](rules/actions/interact.md) actions don't have to be consecutive, and other creatures can provide the actions as well. --- + ### Variants #### lesser *Item 1* diff --git a/compendium/equipment/items/tank-lotg.md b/compendium/equipment/items/tank-lotg.md index 0a60aab77..b2f72fc25 100644 --- a/compendium/equipment/items/tank-lotg.md +++ b/compendium/equipment/items/tank-lotg.md @@ -13,6 +13,7 @@ aliases: ["Tank"] --- + ### Variants #### stationary *Item 0* diff --git a/compendium/equipment/items/tattletale-orb-tv.md b/compendium/equipment/items/tattletale-orb-tv.md index f2507bb27..b99f40357 100644 --- a/compendium/equipment/items/tattletale-orb-tv.md +++ b/compendium/equipment/items/tattletale-orb-tv.md @@ -21,6 +21,7 @@ A tattletale orb is a polished crystal sphere that appears to function as a crys Tattletale orbs come in the same types as crystal balls, with the same activations and powers. However, your target must roll a critical failure on the saving throw for the orb to function as normal for that type of crystal ball. --- + ### Variants #### clear quartz *Item 14* diff --git a/compendium/equipment/items/tent.md b/compendium/equipment/items/tent.md index cb48bb085..4a8b0a7a5 100644 --- a/compendium/equipment/items/tent.md +++ b/compendium/equipment/items/tent.md @@ -13,6 +13,7 @@ aliases: ["Tent"] --- + ### Variants #### Pup *Item 0* diff --git a/compendium/equipment/items/tentacle-cannon-g-g.md b/compendium/equipment/items/tentacle-cannon-g-g.md index 3edd9450b..644ef3951 100644 --- a/compendium/equipment/items/tentacle-cannon-g-g.md +++ b/compendium/equipment/items/tentacle-cannon-g-g.md @@ -46,6 +46,7 @@ title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actio ``` --- + ### Variants #### tentacle cannon *Item 7* diff --git a/compendium/equipment/items/tentacle-potion-tv.md b/compendium/equipment/items/tentacle-potion-tv.md index cb629477e..07e59f0e7 100644 --- a/compendium/equipment/items/tentacle-potion-tv.md +++ b/compendium/equipment/items/tentacle-potion-tv.md @@ -23,6 +23,7 @@ Your clothing doesn't need to accommodate this limb of ghostly matter, which can If you have the Flexible Tail or Skillful Tail feats, the Tailed Goblin heritage, or a similar feature the GM believes would benefit, this potion can instead fortify your tail. A fortified tail benefits from any tentacle potion as if the potion were the next better type. --- + ### Variants #### lesser *Item 6* diff --git a/compendium/equipment/items/theatrical-mutagen-tv.md b/compendium/equipment/items/theatrical-mutagen-tv.md index 31b65c66b..d20ce82aa 100644 --- a/compendium/equipment/items/theatrical-mutagen-tv.md +++ b/compendium/equipment/items/theatrical-mutagen-tv.md @@ -24,6 +24,7 @@ Benefit You gain the listed item bonus to [Acrobatics](compendium/skills.md#Acro Drawback You take a –1 penalty to [Perception](compendium/skills.md#Perception) checks and Will saves. After any round where you don't spend at least 1 action to [Interact](rules/actions/interact.md) with an object, [Perform](rules/actions/perform.md), [Step](rules/actions/step.md), or [Stride](rules/actions/stride.md), you're [flat-footed](rules/conditions.md#Flat-footed) until the start of your next turn. --- + ### Variants #### lesser *Item 1* diff --git a/compendium/equipment/items/thieves-tools.md b/compendium/equipment/items/thieves-tools.md index 114e5411b..8a99fd8d4 100644 --- a/compendium/equipment/items/thieves-tools.md +++ b/compendium/equipment/items/thieves-tools.md @@ -18,6 +18,7 @@ You need thieves' tools to [Pick Locks](rules/actions/pick-a-lock.md) or [Disabl > You can use the set of tools with one hand if you are wearing it. --- + ### Variants #### Base *Item 0* diff --git a/compendium/equipment/items/thousand-pains-fulu-tv.md b/compendium/equipment/items/thousand-pains-fulu-tv.md index 9ebd2b3a0..0c4bfab44 100644 --- a/compendium/equipment/items/thousand-pains-fulu-tv.md +++ b/compendium/equipment/items/thousand-pains-fulu-tv.md @@ -22,6 +22,7 @@ Created by a chirurgeon who threw away morality in search of endless life, a tho > - **Failure** or critical failure primes the target for [persistent damage](rules/conditions.md#Persistent%20Damage) triggered by a specific condition that must be met within the fulu's duration. --- + ### Variants #### burl thousand-pains fulu *Item 17* diff --git a/compendium/equipment/items/thunderbird-tuft-som.md b/compendium/equipment/items/thunderbird-tuft-som.md index a0bb0165a..16a7bbba7 100644 --- a/compendium/equipment/items/thunderbird-tuft-som.md +++ b/compendium/equipment/items/thunderbird-tuft-som.md @@ -17,6 +17,7 @@ aliases: ["Thunderbird Tuft"] This carved chunk of amber contains a single tuft of gray feathers, which spark with electricity to create an odd jittery sensation in anyone holding the amber for long. When used as part of a [shocking grasp](compendium/spells/shocking-grasp.md) spell, thunderbird tuft funnels electricity back into the spellcaster in a defensive nimbus. For 1 minute, any creature that touches you or that hits you with a melee unarmed attack or non-reach melee weapon attack takes the listed electricity damage. --- + ### Variants #### lesser *Item 1* diff --git a/compendium/equipment/items/thunderblast-slippers-tv.md b/compendium/equipment/items/thunderblast-slippers-tv.md index 971dd6e9a..1bf2131a9 100644 --- a/compendium/equipment/items/thunderblast-slippers-tv.md +++ b/compendium/equipment/items/thunderblast-slippers-tv.md @@ -26,6 +26,7 @@ title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actio ``` --- + ### Variants #### thunderblast slippers *Item 9* diff --git a/compendium/equipment/items/thundering.md b/compendium/equipment/items/thundering.md index 1c705cf1d..2a6fc4c4f 100644 --- a/compendium/equipment/items/thundering.md +++ b/compendium/equipment/items/thundering.md @@ -17,6 +17,7 @@ aliases: ["Thundering"] This weapon lets out a peal of thunder when it hits, dealing an extra `1d6` sonic damage on a successful [Strike](rules/actions/strike.md). On a critical hit, the target has to succeed at a DC 24 Fortitude save or be [deafened](rules/conditions.md#Deafened) for 1 minute (or 1 hour on a critical failure). --- + ### Variants #### thundering *Item 8* diff --git a/compendium/equipment/items/thunderstone.md b/compendium/equipment/items/thunderstone.md index e2231e161..446274303 100644 --- a/compendium/equipment/items/thunderstone.md +++ b/compendium/equipment/items/thunderstone.md @@ -20,6 +20,7 @@ aliases: ["Thunderstone"] When this stone hits a creature or a hard surface, it explodes with a deafening bang. A thunderstone deals the listed sonic damage and sonic splash damage, and each creature within 10 feet of the space in which the stone exploded must succeed at a Fortitude saving throw with the listed DC or be [deafened](rules/conditions.md#Deafened) until the end of its next turn. Many types of thunderstone grant an item bonus to attack rolls. --- + ### Variants #### lesser *Item 1* diff --git a/compendium/equipment/items/thurible-of-revelation.md b/compendium/equipment/items/thurible-of-revelation.md index 4b41e1320..d7e25de04 100644 --- a/compendium/equipment/items/thurible-of-revelation.md +++ b/compendium/equipment/items/thurible-of-revelation.md @@ -25,6 +25,7 @@ You light the incense inside the censer, and it burns for 1 hour. During that ti ``` --- + ### Variants #### lesser *Item 3* diff --git a/compendium/equipment/items/timepiece-g-g.md b/compendium/equipment/items/timepiece-g-g.md index 3fdda0c23..e45203821 100644 --- a/compendium/equipment/items/timepiece-g-g.md +++ b/compendium/equipment/items/timepiece-g-g.md @@ -17,6 +17,7 @@ Clockwork timepieces come in a variety of sizes and aesthetic styles, but they'r Clockwork timepieces have a 24-hour activation cycle, after which they must wound in a process that takes 1 minute to complete. --- + ### Variants #### desktop clock *Item 1* diff --git a/compendium/equipment/items/tlil-mask-sot1.md b/compendium/equipment/items/tlil-mask-sot1.md index 991cbdb13..e27e60487 100644 --- a/compendium/equipment/items/tlil-mask-sot1.md +++ b/compendium/equipment/items/tlil-mask-sot1.md @@ -30,6 +30,7 @@ The effect lasts for 1 minute. ``` --- + ### Variants #### tlil mask *Item 5* diff --git a/compendium/equipment/items/tlil-mask-tv.md b/compendium/equipment/items/tlil-mask-tv.md index 644e8b0f3..dddb0de07 100644 --- a/compendium/equipment/items/tlil-mask-tv.md +++ b/compendium/equipment/items/tlil-mask-tv.md @@ -26,6 +26,7 @@ title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Action ``` --- + ### Variants #### tlil mask *Item 5* diff --git a/compendium/equipment/items/toadskin-salve-lotgb.md b/compendium/equipment/items/toadskin-salve-lotgb.md index 7a2457d19..749a24db1 100644 --- a/compendium/equipment/items/toadskin-salve-lotgb.md +++ b/compendium/equipment/items/toadskin-salve-lotgb.md @@ -34,6 +34,7 @@ title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Action ``` --- + ### Variants #### toadskin salve *Item 3* diff --git a/compendium/equipment/items/tome-of-restorative-cleansing-tv.md b/compendium/equipment/items/tome-of-restorative-cleansing-tv.md index 41a54b02a..38bb86720 100644 --- a/compendium/equipment/items/tome-of-restorative-cleansing-tv.md +++ b/compendium/equipment/items/tome-of-restorative-cleansing-tv.md @@ -29,6 +29,7 @@ title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Action ``` --- + ### Variants #### lesser tome of restorative cleansing *Item 5* diff --git a/compendium/equipment/items/tool.md b/compendium/equipment/items/tool.md index 5012323b6..fc69709ee 100644 --- a/compendium/equipment/items/tool.md +++ b/compendium/equipment/items/tool.md @@ -12,6 +12,7 @@ aliases: ["Tool"] This entry is a catchall for basic hand tools that don't have a specific adventuring purpose. A hoe, shovel, or sledgehammer is a long tool, and a hand drill, ice hook, or trowel is a short tool. A tool can usually be used as an improvised weapon, dealing `1d4` damage for a short tool or `1d6` for a long tool. The GM determines the damage type that's appropriate or adjusts the damage if needed. --- + ### Variants #### Long *Item 0* diff --git a/compendium/equipment/items/tooth-and-claw-tattoo-tv.md b/compendium/equipment/items/tooth-and-claw-tattoo-tv.md index 65d802eea..933fb4329 100644 --- a/compendium/equipment/items/tooth-and-claw-tattoo-tv.md +++ b/compendium/equipment/items/tooth-and-claw-tattoo-tv.md @@ -38,6 +38,7 @@ The tattoo casts 3rd-level [animal form](compendium/spells/animal-form.md) to tr ``` --- + ### Variants #### tooth and claw tattoo *Item 6* diff --git a/compendium/equipment/items/torrent-spellgun-tv.md b/compendium/equipment/items/torrent-spellgun-tv.md index badab02ce..c6f4380c5 100644 --- a/compendium/equipment/items/torrent-spellgun-tv.md +++ b/compendium/equipment/items/torrent-spellgun-tv.md @@ -25,6 +25,7 @@ Carved of seashell, a torrent spellgun is damp to the touch, and seaweed wraps a > - **Success** The target takes full damage and is knocked back 5 feet. --- + ### Variants #### lesser *Item 3* diff --git a/compendium/equipment/items/toy-carriage-lotgb.md b/compendium/equipment/items/toy-carriage-lotgb.md index 8415f0afc..96791fc4e 100644 --- a/compendium/equipment/items/toy-carriage-lotgb.md +++ b/compendium/equipment/items/toy-carriage-lotgb.md @@ -12,6 +12,7 @@ aliases: ["Toy Carriage"] A miniature toy carriage is carved from wood and has fully functioning wheels. It can vary in size from 2 to 8 inches long, too small for even Tiny creatures to ride. If pushed or propelled, obstacles and terrain might slow, stop, tip, or divert the carriage's course. --- + ### Variants #### toy carriage *Item 0* diff --git a/compendium/equipment/items/trackers-goggles.md b/compendium/equipment/items/trackers-goggles.md index 7f8b976fc..b8ab46638 100644 --- a/compendium/equipment/items/trackers-goggles.md +++ b/compendium/equipment/items/trackers-goggles.md @@ -17,6 +17,7 @@ aliases: ["Tracker's Goggles"] These lenses of forest-green glass are bound in rough leather stitched with crude twine. While wearing these goggles, you gain a +1 bonus to [Survival](compendium/skills.md#Survival) checks to [Sense Direction](rules/actions/sense-direction.md) and [Track](rules/actions/track.md). If you fail a check to [Track](rules/actions/track.md), you can try again after 30 minutes rather than an hour. --- + ### Variants #### tracker's goggles *Item 3* diff --git a/compendium/equipment/items/trackless-tv.md b/compendium/equipment/items/trackless-tv.md index 95cdd14fa..399c5107a 100644 --- a/compendium/equipment/items/trackless-tv.md +++ b/compendium/equipment/items/trackless-tv.md @@ -16,6 +16,7 @@ aliases: ["Trackless"] Trackless runes are common among hunters and trappers, as well as thieves and anyone [fleeing](rules/conditions.md#Fleeing) pursuit. While wearing trackless footwear, you have a +4 item bonus to the DC to track you. However, this bonus doesn't stack with the status bonus from pass without trace. --- + ### Variants #### trackless *Item 6* diff --git a/compendium/equipment/items/tradecraft-tattoo-tv.md b/compendium/equipment/items/tradecraft-tattoo-tv.md index eb87d34ec..1c90f8a0c 100644 --- a/compendium/equipment/items/tradecraft-tattoo-tv.md +++ b/compendium/equipment/items/tradecraft-tattoo-tv.md @@ -26,6 +26,7 @@ title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Acti ``` --- + ### Variants #### tradecraft tattoo *Item 9* diff --git a/compendium/equipment/items/transposition-ammunition-lotgb.md b/compendium/equipment/items/transposition-ammunition-lotgb.md index 684dabdbe..5ae090c45 100644 --- a/compendium/equipment/items/transposition-ammunition-lotgb.md +++ b/compendium/equipment/items/transposition-ammunition-lotgb.md @@ -20,6 +20,7 @@ aliases: ["Transposition Ammunition"] Transposition ammunition has a milky-white cast and will sometimes shift position subtly of its own accord. When you activate the ammunition, instead of making your [Strike](rules/actions/strike.md) against a foe, you fire transposition ammunition at any unoccupied square you can see within your weapon's first range increment and succeed without making an attack roll. You pull yourself through the Astral Plane, teleporting along with any items you are holding into the square where you shot the ammunition. If this would carry along any other creature (even one in an extradimensional space), the activation fails. --- + ### Variants #### transposition ammunition *Item 9* diff --git a/compendium/equipment/items/treats-lotg.md b/compendium/equipment/items/treats-lotg.md index a7e98b98d..621a21fe2 100644 --- a/compendium/equipment/items/treats-lotg.md +++ b/compendium/equipment/items/treats-lotg.md @@ -13,6 +13,7 @@ aliases: ["Treats"] --- + ### Variants #### standard *Item 0* diff --git a/compendium/equipment/items/tricksters-mandolin-tv.md b/compendium/equipment/items/tricksters-mandolin-tv.md index 80a70a50f..613ac4ad8 100644 --- a/compendium/equipment/items/tricksters-mandolin-tv.md +++ b/compendium/equipment/items/tricksters-mandolin-tv.md @@ -33,6 +33,7 @@ You expend a number of charges from this instrument to cast a spell from its lis ``` --- + ### Variants #### trickster's mandolin *Item 4* diff --git a/compendium/equipment/items/trinity-geode-som.md b/compendium/equipment/items/trinity-geode-som.md index 965a8e3cf..7ba3fc07c 100644 --- a/compendium/equipment/items/trinity-geode-som.md +++ b/compendium/equipment/items/trinity-geode-som.md @@ -28,6 +28,7 @@ You cast [scatter scree](compendium/spells/scatter-scree-som.md). ``` --- + ### Variants #### trinity geode *Item 3* diff --git a/compendium/equipment/items/true-name-amulet-som.md b/compendium/equipment/items/true-name-amulet-som.md index de3b2d89f..9f06787ae 100644 --- a/compendium/equipment/items/true-name-amulet-som.md +++ b/compendium/equipment/items/true-name-amulet-som.md @@ -21,6 +21,7 @@ If you can read the language in which the name is written, that creature always Legendary amulets bearing the true names of creatures of level 21+ may exist. --- + ### Variants #### lesser true name amulet *Item 5* diff --git a/compendium/equipment/items/trueshape-bomb-tv.md b/compendium/equipment/items/trueshape-bomb-tv.md index 2fc89cb3c..ca3eadb33 100644 --- a/compendium/equipment/items/trueshape-bomb-tv.md +++ b/compendium/equipment/items/trueshape-bomb-tv.md @@ -22,6 +22,7 @@ Concentrated wolfsbane and other anti-shapechanger reagents fill trueshape bombs The [persistent damage](rules/conditions.md#Persistent%20Damage) can last up to 1 minute. --- + ### Variants #### trueshape bomb *Item 12* diff --git a/compendium/equipment/items/twilight-lantern-sot4.md b/compendium/equipment/items/twilight-lantern-sot4.md index ac1178f17..9679ca288 100644 --- a/compendium/equipment/items/twilight-lantern-sot4.md +++ b/compendium/equipment/items/twilight-lantern-sot4.md @@ -35,6 +35,7 @@ title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actio ``` --- + ### Variants #### lesser *Item 6* diff --git a/compendium/equipment/items/universal-solvent-apg.md b/compendium/equipment/items/universal-solvent-apg.md index c2b27b7db..05e2817e7 100644 --- a/compendium/equipment/items/universal-solvent-apg.md +++ b/compendium/equipment/items/universal-solvent-apg.md @@ -19,6 +19,7 @@ Originally formulated as a means of dissolving sovereign glue, this powerful sol As universal solvent is particularly effective against sovereign glue, it automatically dissolves sovereign glue. It attempts to counteract any other adhesives, such as tanglefoot bags, with a counteract modifier depending on the type. --- + ### Variants #### moderate *Item 5* diff --git a/compendium/equipment/items/unmemorable-mantle-locg.md b/compendium/equipment/items/unmemorable-mantle-locg.md index bfab8b208..d6761c54d 100644 --- a/compendium/equipment/items/unmemorable-mantle-locg.md +++ b/compendium/equipment/items/unmemorable-mantle-locg.md @@ -33,6 +33,7 @@ title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Acti ``` --- + ### Variants #### unmemorable mantle *Item 7* diff --git a/compendium/equipment/items/unsullied-blood-loil.md b/compendium/equipment/items/unsullied-blood-loil.md index 9b481c2bc..cec42179a 100644 --- a/compendium/equipment/items/unsullied-blood-loil.md +++ b/compendium/equipment/items/unsullied-blood-loil.md @@ -19,6 +19,7 @@ aliases: ["Unsullied Blood"] Blood offered from a willing donor was taken directly from the vein and stored in an ornate vial that keeps it as pure and red as the day it was extracted. When this catalyst is added to a [vampiric touch](compendium/spells/vampiric-touch.md) spell of up to 4th level, instead of gaining temporary Hit Points based on the damage dealt, you recover half of the damage dealt as Hit Points. --- + ### Variants #### lesser *Item 5* diff --git a/compendium/equipment/items/vaccine-lol.md b/compendium/equipment/items/vaccine-lol.md index 98d6a8653..2547a99da 100644 --- a/compendium/equipment/items/vaccine-lol.md +++ b/compendium/equipment/items/vaccine-lol.md @@ -18,6 +18,7 @@ aliases: ["Vaccine"] A vaccine grants a creature immunity to a specific strain of disease of a level equal to or less than the vaccine's level, and a +2 item bonus on all saving throws against other strains of the same disease. For example, a vaccine could grant immunity to filth fever inflicted by otyughs, but would only grant a +2 saving throw bonus against filth fever inflicted by a giant rat. --- + ### Variants #### minor *Item 1* diff --git a/compendium/equipment/items/vaccine-tv.md b/compendium/equipment/items/vaccine-tv.md index 145df1029..d92fe9c6a 100644 --- a/compendium/equipment/items/vaccine-tv.md +++ b/compendium/equipment/items/vaccine-tv.md @@ -19,6 +19,7 @@ aliases: ["Vaccine"] A vaccine grants a creature immunity to a specific strain of disease of a level equal to or less than the vaccine's level, and a +2 item bonus on all saving throws against other strains of the same disease. For example, a vaccine could grant immunity to filth fever inflicted by otyughs but would only grant a +2 saving throw bonus against filth fever inflicted by a giant rat. --- + ### Variants #### minor *Item 1* diff --git a/compendium/equipment/items/varisian-emblem-tv.md b/compendium/equipment/items/varisian-emblem-tv.md index 2065540e6..569866beb 100644 --- a/compendium/equipment/items/varisian-emblem-tv.md +++ b/compendium/equipment/items/varisian-emblem-tv.md @@ -29,6 +29,7 @@ title: **Activate** [V](rules/core-rulebook/chapter-9-playing-the-game.md#Action ``` --- + ### Variants #### avaria *Item 3* diff --git a/compendium/equipment/items/ventriloquists-ring.md b/compendium/equipment/items/ventriloquists-ring.md index e7e6960b7..c22d78811 100644 --- a/compendium/equipment/items/ventriloquists-ring.md +++ b/compendium/equipment/items/ventriloquists-ring.md @@ -25,6 +25,7 @@ title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actio ``` --- + ### Variants #### ventriloquist's ring *Item 3* diff --git a/compendium/equipment/items/verdant-staff.md b/compendium/equipment/items/verdant-staff.md index 902c31cc0..387acd096 100644 --- a/compendium/equipment/items/verdant-staff.md +++ b/compendium/equipment/items/verdant-staff.md @@ -25,6 +25,7 @@ You expend a number of charges from the staff to cast a spell from its list. ``` --- + ### Variants #### verdant staff *Item 6* diff --git a/compendium/equipment/items/vermin-repellent-agent-lopsg.md b/compendium/equipment/items/vermin-repellent-agent-lopsg.md index 7bdf441c8..747e4d13a 100644 --- a/compendium/equipment/items/vermin-repellent-agent-lopsg.md +++ b/compendium/equipment/items/vermin-repellent-agent-lopsg.md @@ -26,6 +26,7 @@ The repellent also binds with a number of common insect venoms, dulling the pote > - **Critical Failure** The creature is [frightened](rules/conditions.md#Frightened) and [fleeing](rules/conditions.md#Fleeing). --- + ### Variants #### lesser *Item 3* diff --git a/compendium/equipment/items/vexing-vapor-lotgb.md b/compendium/equipment/items/vexing-vapor-lotgb.md index 29361be38..31e671b52 100644 --- a/compendium/equipment/items/vexing-vapor-lotgb.md +++ b/compendium/equipment/items/vexing-vapor-lotgb.md @@ -23,6 +23,7 @@ aliases: ["Vexing Vapor"] This flask contains a fine red powder made from toxic berries. A vexing vapor bomb deals the listed mental damage and mental splash damage. On a hit, the target must succeed at a DC 5 flat check before taking actions with the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. This lasts until the end of its next turn (1 minute on a critical hit). --- + ### Variants #### lesser *Item 1* diff --git a/compendium/equipment/items/victory-plate-apg.md b/compendium/equipment/items/victory-plate-apg.md index 339631625..32ddc6ad5 100644 --- a/compendium/equipment/items/victory-plate-apg.md +++ b/compendium/equipment/items/victory-plate-apg.md @@ -42,6 +42,7 @@ title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actio ``` --- + ### Variants #### victory plate *Item 9* diff --git a/compendium/equipment/items/vigilant-eye-tv.md b/compendium/equipment/items/vigilant-eye-tv.md index 15e8dae4b..633e87781 100644 --- a/compendium/equipment/items/vigilant-eye-tv.md +++ b/compendium/equipment/items/vigilant-eye-tv.md @@ -35,6 +35,7 @@ title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) ``` --- + ### Variants #### greater vigilant eye *Item 11* diff --git a/compendium/equipment/items/waffle-iron-lotgb.md b/compendium/equipment/items/waffle-iron-lotgb.md index 08e55c983..c63d1b811 100644 --- a/compendium/equipment/items/waffle-iron-lotgb.md +++ b/compendium/equipment/items/waffle-iron-lotgb.md @@ -13,6 +13,7 @@ aliases: ["Waffle Iron"] This set of hinged metal plates features studs on the inside of each plate to provide a texture for the pastry cakes you cook with it. You pour batter on the plates, close the device, and place it on a fire or stove to cook. --- + ### Variants #### waffle iron *Item 0* diff --git a/compendium/equipment/items/wand-of-choking-mist-tv.md b/compendium/equipment/items/wand-of-choking-mist-tv.md index 2be36d147..1114b6d14 100644 --- a/compendium/equipment/items/wand-of-choking-mist-tv.md +++ b/compendium/equipment/items/wand-of-choking-mist-tv.md @@ -27,6 +27,7 @@ title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) ``` --- + ### Variants #### 2nd-level spell *Item 6* diff --git a/compendium/equipment/items/wand-of-chromatic-burst-tv.md b/compendium/equipment/items/wand-of-chromatic-burst-tv.md index 35bc3728e..d058c63f3 100644 --- a/compendium/equipment/items/wand-of-chromatic-burst-tv.md +++ b/compendium/equipment/items/wand-of-chromatic-burst-tv.md @@ -38,6 +38,7 @@ title: **Chromatic Armor Burst** [>](rules/core-rulebook/chapter-9-playing-the-g ``` --- + ### Variants #### 4th-level spell *Item 10* diff --git a/compendium/equipment/items/wand-of-clinging-rime-tv.md b/compendium/equipment/items/wand-of-clinging-rime-tv.md index 59b1952af..132379c51 100644 --- a/compendium/equipment/items/wand-of-clinging-rime-tv.md +++ b/compendium/equipment/items/wand-of-clinging-rime-tv.md @@ -28,6 +28,7 @@ title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) ``` --- + ### Variants #### 7th-level spell *Item 16* diff --git a/compendium/equipment/items/wand-of-continuation.md b/compendium/equipment/items/wand-of-continuation.md index e0db5a2c7..35683440d 100644 --- a/compendium/equipment/items/wand-of-continuation.md +++ b/compendium/equipment/items/wand-of-continuation.md @@ -27,6 +27,7 @@ title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) ``` --- + ### Variants #### 1st-level spell *Item 5* diff --git a/compendium/equipment/items/wand-of-crackling-lightning-apg.md b/compendium/equipment/items/wand-of-crackling-lightning-apg.md index e21e9907c..2750c142a 100644 --- a/compendium/equipment/items/wand-of-crackling-lightning-apg.md +++ b/compendium/equipment/items/wand-of-crackling-lightning-apg.md @@ -26,6 +26,7 @@ title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) ``` --- + ### Variants #### 3rd-level spell *Item 8* diff --git a/compendium/equipment/items/wand-of-dazzling-rays-tv.md b/compendium/equipment/items/wand-of-dazzling-rays-tv.md index 105d0079d..cadd2572b 100644 --- a/compendium/equipment/items/wand-of-dazzling-rays-tv.md +++ b/compendium/equipment/items/wand-of-dazzling-rays-tv.md @@ -28,6 +28,7 @@ title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) ``` --- + ### Variants #### 3rd-level spell *Item 8* diff --git a/compendium/equipment/items/wand-of-dumbfounding-doom-tv.md b/compendium/equipment/items/wand-of-dumbfounding-doom-tv.md index ca74a396e..023d8d4fd 100644 --- a/compendium/equipment/items/wand-of-dumbfounding-doom-tv.md +++ b/compendium/equipment/items/wand-of-dumbfounding-doom-tv.md @@ -30,6 +30,7 @@ title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) ``` --- + ### Variants #### 3rd-level spell *Item 8* diff --git a/compendium/equipment/items/wand-of-hawthorn-tv.md b/compendium/equipment/items/wand-of-hawthorn-tv.md index cbab4a066..7e83b3660 100644 --- a/compendium/equipment/items/wand-of-hawthorn-tv.md +++ b/compendium/equipment/items/wand-of-hawthorn-tv.md @@ -29,6 +29,7 @@ While barkskin lasts, any creature that hits the target with an unarmed [Strike] ``` --- + ### Variants #### 2nd-level spell *Item 6* diff --git a/compendium/equipment/items/wand-of-hopeless-night-apg.md b/compendium/equipment/items/wand-of-hopeless-night-apg.md index 4ca8a18df..7145932b2 100644 --- a/compendium/equipment/items/wand-of-hopeless-night-apg.md +++ b/compendium/equipment/items/wand-of-hopeless-night-apg.md @@ -27,6 +27,7 @@ title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) ``` --- + ### Variants #### 2nd-level spell *Item 6* diff --git a/compendium/equipment/items/wand-of-hybrid-form-tv.md b/compendium/equipment/items/wand-of-hybrid-form-tv.md index c99d1226a..da78bdd3c 100644 --- a/compendium/equipment/items/wand-of-hybrid-form-tv.md +++ b/compendium/equipment/items/wand-of-hybrid-form-tv.md @@ -27,6 +27,7 @@ title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) ``` --- + ### Variants #### 2nd-level spell *Item 6* diff --git a/compendium/equipment/items/wand-of-legerdemain-tv.md b/compendium/equipment/items/wand-of-legerdemain-tv.md index b7b3f2c6a..fb369478f 100644 --- a/compendium/equipment/items/wand-of-legerdemain-tv.md +++ b/compendium/equipment/items/wand-of-legerdemain-tv.md @@ -39,6 +39,7 @@ You can Sustain this Activation for up to 1 minute. Since you need to keep perfo ``` --- + ### Variants #### 1st-level spell *Item 4* diff --git a/compendium/equipment/items/wand-of-manifold-missiles.md b/compendium/equipment/items/wand-of-manifold-missiles.md index efd1c97c0..1a9bae221 100644 --- a/compendium/equipment/items/wand-of-manifold-missiles.md +++ b/compendium/equipment/items/wand-of-manifold-missiles.md @@ -27,6 +27,7 @@ title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) ``` --- + ### Variants #### 1st-level spell *Item 5* diff --git a/compendium/equipment/items/wand-of-mental-purification-tv.md b/compendium/equipment/items/wand-of-mental-purification-tv.md index ad6a75969..b7f351785 100644 --- a/compendium/equipment/items/wand-of-mental-purification-tv.md +++ b/compendium/equipment/items/wand-of-mental-purification-tv.md @@ -28,6 +28,7 @@ title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) ``` --- + ### Variants #### 1st-level spell *Item 4* diff --git a/compendium/equipment/items/wand-of-mercy-tv.md b/compendium/equipment/items/wand-of-mercy-tv.md index 95b971079..e8e4f2a0d 100644 --- a/compendium/equipment/items/wand-of-mercy-tv.md +++ b/compendium/equipment/items/wand-of-mercy-tv.md @@ -24,6 +24,7 @@ title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) ``` --- + ### Variants #### 1st-level spell *Item 4* diff --git a/compendium/equipment/items/wand-of-noisome-acid-sli.md b/compendium/equipment/items/wand-of-noisome-acid-sli.md index 8995ad060..2ffb2d50d 100644 --- a/compendium/equipment/items/wand-of-noisome-acid-sli.md +++ b/compendium/equipment/items/wand-of-noisome-acid-sli.md @@ -28,6 +28,7 @@ title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) ``` --- + ### Variants #### 2nd-level spell *Item 6* diff --git a/compendium/equipment/items/wand-of-noisome-acid-tv.md b/compendium/equipment/items/wand-of-noisome-acid-tv.md index 4589c2c89..1708485dc 100644 --- a/compendium/equipment/items/wand-of-noisome-acid-tv.md +++ b/compendium/equipment/items/wand-of-noisome-acid-tv.md @@ -26,6 +26,7 @@ title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) ``` --- + ### Variants #### 2nd-level spell *Item 6* diff --git a/compendium/equipment/items/wand-of-overflowing-life-apg.md b/compendium/equipment/items/wand-of-overflowing-life-apg.md index c0daec50b..bce9603c8 100644 --- a/compendium/equipment/items/wand-of-overflowing-life-apg.md +++ b/compendium/equipment/items/wand-of-overflowing-life-apg.md @@ -29,6 +29,7 @@ You gain this benefit only once, even if you cast multiple [heal](compendium/spe ``` --- + ### Variants #### 3rd-level spell *Item 9* diff --git a/compendium/equipment/items/wand-of-paralytic-shock-tv.md b/compendium/equipment/items/wand-of-paralytic-shock-tv.md index c264cfa08..a9f5f23cc 100644 --- a/compendium/equipment/items/wand-of-paralytic-shock-tv.md +++ b/compendium/equipment/items/wand-of-paralytic-shock-tv.md @@ -28,6 +28,7 @@ title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) ``` --- + ### Variants #### 3rd-level spell *Item 8* diff --git a/compendium/equipment/items/wand-of-pernicious-poison-tv.md b/compendium/equipment/items/wand-of-pernicious-poison-tv.md index c815c8823..1b7fc6434 100644 --- a/compendium/equipment/items/wand-of-pernicious-poison-tv.md +++ b/compendium/equipment/items/wand-of-pernicious-poison-tv.md @@ -27,6 +27,7 @@ title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) ``` --- + ### Variants #### 1st-level spell *Item 4* diff --git a/compendium/equipment/items/wand-of-reaching-tv.md b/compendium/equipment/items/wand-of-reaching-tv.md index eeaa01c74..cb30a6bdf 100644 --- a/compendium/equipment/items/wand-of-reaching-tv.md +++ b/compendium/equipment/items/wand-of-reaching-tv.md @@ -24,6 +24,7 @@ title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) ``` --- + ### Variants #### 1st-level spell *Item 4* diff --git a/compendium/equipment/items/wand-of-refracting-rays-tv.md b/compendium/equipment/items/wand-of-refracting-rays-tv.md index c9fc3a240..e388fc438 100644 --- a/compendium/equipment/items/wand-of-refracting-rays-tv.md +++ b/compendium/equipment/items/wand-of-refracting-rays-tv.md @@ -27,6 +27,7 @@ title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) ``` --- + ### Variants #### 4th-level spell *Item 11* diff --git a/compendium/equipment/items/wand-of-rolling-flames-tv.md b/compendium/equipment/items/wand-of-rolling-flames-tv.md index 404f596d6..a8fef01f2 100644 --- a/compendium/equipment/items/wand-of-rolling-flames-tv.md +++ b/compendium/equipment/items/wand-of-rolling-flames-tv.md @@ -27,6 +27,7 @@ title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) ``` --- + ### Variants #### 2nd-level spell *Item 6* diff --git a/compendium/equipment/items/wand-of-slaying.md b/compendium/equipment/items/wand-of-slaying.md index 490e18703..ee50014f9 100644 --- a/compendium/equipment/items/wand-of-slaying.md +++ b/compendium/equipment/items/wand-of-slaying.md @@ -26,6 +26,7 @@ title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) ``` --- + ### Variants #### 7th level spell *Item 16* diff --git a/compendium/equipment/items/wand-of-smoldering-fireballs.md b/compendium/equipment/items/wand-of-smoldering-fireballs.md index a5e85d9f0..7ea1fa1d4 100644 --- a/compendium/equipment/items/wand-of-smoldering-fireballs.md +++ b/compendium/equipment/items/wand-of-smoldering-fireballs.md @@ -27,6 +27,7 @@ title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) ``` --- + ### Variants #### 3rd-level spell *Item 8* diff --git a/compendium/equipment/items/wand-of-spiritual-warfare-lotgb.md b/compendium/equipment/items/wand-of-spiritual-warfare-lotgb.md index e5dccdbfd..e8fe72d62 100644 --- a/compendium/equipment/items/wand-of-spiritual-warfare-lotgb.md +++ b/compendium/equipment/items/wand-of-spiritual-warfare-lotgb.md @@ -28,6 +28,7 @@ title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) ``` --- + ### Variants #### 2nd-level spell *Item 7* diff --git a/compendium/equipment/items/wand-of-teeming-ghosts-sli.md b/compendium/equipment/items/wand-of-teeming-ghosts-sli.md index 6ad6a9edf..85845e86c 100644 --- a/compendium/equipment/items/wand-of-teeming-ghosts-sli.md +++ b/compendium/equipment/items/wand-of-teeming-ghosts-sli.md @@ -35,6 +35,7 @@ title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Action ``` --- + ### Variants #### 2nd-level spell *Item 6* diff --git a/compendium/equipment/items/wand-of-teeming-ghosts-tv.md b/compendium/equipment/items/wand-of-teeming-ghosts-tv.md index cfb86782d..737fa1626 100644 --- a/compendium/equipment/items/wand-of-teeming-ghosts-tv.md +++ b/compendium/equipment/items/wand-of-teeming-ghosts-tv.md @@ -35,6 +35,7 @@ title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Action ``` --- + ### Variants #### 2nd-level spell *Item 6* diff --git a/compendium/equipment/items/wand-of-the-snowfields-apg.md b/compendium/equipment/items/wand-of-the-snowfields-apg.md index 2ebf2ed54..eb6a74010 100644 --- a/compendium/equipment/items/wand-of-the-snowfields-apg.md +++ b/compendium/equipment/items/wand-of-the-snowfields-apg.md @@ -27,6 +27,7 @@ title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) ``` --- + ### Variants #### 5th-level spell *Item 14* diff --git a/compendium/equipment/items/wand-of-the-spider-apg.md b/compendium/equipment/items/wand-of-the-spider-apg.md index b768ba25c..3c05d5949 100644 --- a/compendium/equipment/items/wand-of-the-spider-apg.md +++ b/compendium/equipment/items/wand-of-the-spider-apg.md @@ -27,6 +27,7 @@ title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) ``` --- + ### Variants #### 2nd-level spell *Item 7* diff --git a/compendium/equipment/items/wand-of-thundering-echoes-lotgb.md b/compendium/equipment/items/wand-of-thundering-echoes-lotgb.md index ccfd66f7d..b8c5f0a6c 100644 --- a/compendium/equipment/items/wand-of-thundering-echoes-lotgb.md +++ b/compendium/equipment/items/wand-of-thundering-echoes-lotgb.md @@ -28,6 +28,7 @@ title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) ``` --- + ### Variants #### 3rd-level spell *Item 9* diff --git a/compendium/equipment/items/wand-of-toxic-blades-tv.md b/compendium/equipment/items/wand-of-toxic-blades-tv.md index 060ebdeab..5b7b9299b 100644 --- a/compendium/equipment/items/wand-of-toxic-blades-tv.md +++ b/compendium/equipment/items/wand-of-toxic-blades-tv.md @@ -28,6 +28,7 @@ title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) ``` --- + ### Variants #### 6th-level spell *Item 15* diff --git a/compendium/equipment/items/wand-of-widening.md b/compendium/equipment/items/wand-of-widening.md index 36b762382..07eb2a6f1 100644 --- a/compendium/equipment/items/wand-of-widening.md +++ b/compendium/equipment/items/wand-of-widening.md @@ -27,6 +27,7 @@ title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) ``` --- + ### Variants #### 1st-level spell *Item 4* diff --git a/compendium/equipment/items/war-blood-mutagen-ooa1.md b/compendium/equipment/items/war-blood-mutagen-ooa1.md index 89aafb243..a77612f9d 100644 --- a/compendium/equipment/items/war-blood-mutagen-ooa1.md +++ b/compendium/equipment/items/war-blood-mutagen-ooa1.md @@ -25,6 +25,7 @@ Benefit Choose one melee weapon you're holding in one or both hands. You gain th Drawback You can't voluntarily remove the weapon unless you succeed at an [Athletics](compendium/skills.md#Athletics) check at the listed DC, which ends the war blood mutagen's effects; this check takes a single action. If you perform an action with the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait, you must succeed at a DC 5 flat check or the action is lost. --- + ### Variants #### lesser *Item 1* diff --git a/compendium/equipment/items/warcallers-chime-sot2.md b/compendium/equipment/items/warcallers-chime-sot2.md index 92884362d..0bae31ae8 100644 --- a/compendium/equipment/items/warcallers-chime-sot2.md +++ b/compendium/equipment/items/warcallers-chime-sot2.md @@ -24,6 +24,7 @@ You ring the chime, unleashing its magic. The specifics of each chime, as well a ``` --- + ### Variants #### warcaller's chime of blasting *Item 6* diff --git a/compendium/equipment/items/warding-escutcheon-tv.md b/compendium/equipment/items/warding-escutcheon-tv.md index 93a70fbb4..b515bf581 100644 --- a/compendium/equipment/items/warding-escutcheon-tv.md +++ b/compendium/equipment/items/warding-escutcheon-tv.md @@ -32,6 +32,7 @@ title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Acti ``` --- + ### Variants #### warding escutcheon *Item 9* diff --git a/compendium/equipment/items/warding-statuette-tv.md b/compendium/equipment/items/warding-statuette-tv.md index 3b3a6db0a..c59df1209 100644 --- a/compendium/equipment/items/warding-statuette-tv.md +++ b/compendium/equipment/items/warding-statuette-tv.md @@ -36,6 +36,7 @@ title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) ``` --- + ### Variants #### greater warding statuette *Item 13* diff --git a/compendium/equipment/items/warding-tattoo-som.md b/compendium/equipment/items/warding-tattoo-som.md index 6da3874dd..7a6ebc938 100644 --- a/compendium/equipment/items/warding-tattoo-som.md +++ b/compendium/equipment/items/warding-tattoo-som.md @@ -27,6 +27,7 @@ title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Action ``` --- + ### Variants #### warding tattoo *Item 5* diff --git a/compendium/equipment/items/wardrobe-stone-lotgb.md b/compendium/equipment/items/wardrobe-stone-lotgb.md index d4f9a5ab0..be045c9f3 100644 --- a/compendium/equipment/items/wardrobe-stone-lotgb.md +++ b/compendium/equipment/items/wardrobe-stone-lotgb.md @@ -29,6 +29,7 @@ You can actively [Dismiss](rules/actions/dismiss.md) the Spell, but the effects ``` --- + ### Variants #### lesser *Item 3* diff --git a/compendium/equipment/items/warpglass-aoe6.md b/compendium/equipment/items/warpglass-aoe6.md index 962b859ba..f26b5e050 100644 --- a/compendium/equipment/items/warpglass-aoe6.md +++ b/compendium/equipment/items/warpglass-aoe6.md @@ -15,6 +15,7 @@ aliases: ["Warpglass"] Raw warpglass is an opalescent glassy material with surprising strength. When worked, it changes its appearance—though not its properties—to appear as random striations of other metals and types of stone. --- + ### Variants #### warpglass chunk *Item 0* diff --git a/compendium/equipment/items/warpglass-weapon-aoe6.md b/compendium/equipment/items/warpglass-weapon-aoe6.md index fae273ea6..678390940 100644 --- a/compendium/equipment/items/warpglass-weapon-aoe6.md +++ b/compendium/equipment/items/warpglass-weapon-aoe6.md @@ -15,6 +15,7 @@ aliases: ["Warpglass Weapon"] If you critically hit a creature with a [Strike](rules/actions/strike.md) with a warpglass weapon, the target is affected by a warpwave and automatically fails its saving throw. --- + ### Variants #### high-grade warpglass weapon *Item 17* diff --git a/compendium/equipment/items/weapon-potency.md b/compendium/equipment/items/weapon-potency.md index 7e601abd5..551f21733 100644 --- a/compendium/equipment/items/weapon-potency.md +++ b/compendium/equipment/items/weapon-potency.md @@ -18,6 +18,7 @@ Magical enhancements make this weapon strike true. Attack rolls with this weapon You can upgrade the weapon potency rune already etched on a weapon to a stronger version, increasing the values of the existing rune to those of the new rune. You must have the formula of the stronger rune to do so, and the Price of the upgrade is the difference between the two runes' Prices. --- + ### Variants #### +1 weapon potency *Item 2* diff --git a/compendium/equipment/items/weapon-shot-tv.md b/compendium/equipment/items/weapon-shot-tv.md index b50b90161..957075619 100644 --- a/compendium/equipment/items/weapon-shot-tv.md +++ b/compendium/equipment/items/weapon-shot-tv.md @@ -33,6 +33,7 @@ A ghostly weapon made of force appears, wielded by you and loaded with the weapo ``` --- + ### Variants #### lesser *Item 5* diff --git a/compendium/equipment/items/wildwood-ink-tv.md b/compendium/equipment/items/wildwood-ink-tv.md index 93723e3d2..4364d59ea 100644 --- a/compendium/equipment/items/wildwood-ink-tv.md +++ b/compendium/equipment/items/wildwood-ink-tv.md @@ -30,6 +30,7 @@ If you've already Activated the tattoo, you can supply a separate casting of tre ``` --- + ### Variants #### wildwood ink *Item 4* diff --git a/compendium/equipment/items/wind-catcher-lotgb.md b/compendium/equipment/items/wind-catcher-lotgb.md index 8aedf7109..18269d5eb 100644 --- a/compendium/equipment/items/wind-catcher-lotgb.md +++ b/compendium/equipment/items/wind-catcher-lotgb.md @@ -19,6 +19,7 @@ This rune is invested by the captain or pilot of the vehicle. The vehicle gains a +5-foot item bonus to its Speed. If lack of wind prevents the vehicle from moving, it can still move at a Speed of 5 feet. --- + ### Variants #### wind-catcher *Item 7* diff --git a/compendium/equipment/items/wind-up-wings-g-g.md b/compendium/equipment/items/wind-up-wings-g-g.md index a9710a1ac..8eebadabe 100644 --- a/compendium/equipment/items/wind-up-wings-g-g.md +++ b/compendium/equipment/items/wind-up-wings-g-g.md @@ -21,6 +21,7 @@ Wind-up wings must be attached to a thrown weapon and wound to function. A throw Attaching or detaching a pair of wind-up wings to a thrown weapon requires a [repair kit](compendium/equipment/items/repair-kit.md), and the process takes 10 minutes. Winding an attached pair of wind-up wings takes three [Interact](rules/actions/interact.md) actions. There are a variety of wind-up wings, with different effects. --- + ### Variants #### flutterback wind-up wings *Item 3* diff --git a/compendium/equipment/items/winged-apg.md b/compendium/equipment/items/winged-apg.md index 1c15063d7..5cd7011ac 100644 --- a/compendium/equipment/items/winged-apg.md +++ b/compendium/equipment/items/winged-apg.md @@ -24,6 +24,7 @@ title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actio ``` --- + ### Variants #### winged *Item 13* diff --git a/compendium/equipment/items/winter-wolf-elixir.md b/compendium/equipment/items/winter-wolf-elixir.md index f5b87fdec..5211329d0 100644 --- a/compendium/equipment/items/winter-wolf-elixir.md +++ b/compendium/equipment/items/winter-wolf-elixir.md @@ -18,6 +18,7 @@ aliases: ["Winter Wolf Elixir"] This elixir warms your core and improves your circulation. For 24 hours, you are protected from the effects of severe cold. --- + ### Variants #### lesser *Item 4* diff --git a/compendium/equipment/items/wondrous-figurine.md b/compendium/equipment/items/wondrous-figurine.md index 25dc23f0a..a196c9491 100644 --- a/compendium/equipment/items/wondrous-figurine.md +++ b/compendium/equipment/items/wondrous-figurine.md @@ -25,6 +25,7 @@ If the figurine is slain while in animal form, it reverts to its statue shape an ``` --- + ### Variants #### golden lions *Item 10* diff --git a/compendium/equipment/items/wondrous-figurines-ec2.md b/compendium/equipment/items/wondrous-figurines-ec2.md index 87d11b789..44a6f3a19 100644 --- a/compendium/equipment/items/wondrous-figurines-ec2.md +++ b/compendium/equipment/items/wondrous-figurines-ec2.md @@ -19,6 +19,7 @@ The magical statuettes known as wondrous figurines are described on page 576 of The following additional figurines are less common versions sometimes found in the pockets of menagerie owners who often find themselves in need of a quick act or diversion. --- + ### Variants #### candy constrictor *Item 5* diff --git a/compendium/equipment/items/wondrous-figurines-sot2.md b/compendium/equipment/items/wondrous-figurines-sot2.md index 1185e28be..c6d9e712c 100644 --- a/compendium/equipment/items/wondrous-figurines-sot2.md +++ b/compendium/equipment/items/wondrous-figurines-sot2.md @@ -19,6 +19,7 @@ The magical statuettes known as wondrous figurines are described on page 576 of The following additional figurines are uncommon versions sometimes found among the magical creations of the Magaambya or for sale in the streets of Nantambu. --- + ### Variants #### bismuth leopards *Item 8* diff --git a/compendium/equipment/items/wovenwood-shield-lotgb.md b/compendium/equipment/items/wovenwood-shield-lotgb.md index bdff3dfb3..0a82a3d4f 100644 --- a/compendium/equipment/items/wovenwood-shield-lotgb.md +++ b/compendium/equipment/items/wovenwood-shield-lotgb.md @@ -17,6 +17,7 @@ aliases: ["Wovenwood Shield"] This magically reinforced wooden shield is made by skilled Ekujae mages, who've developed unique spells for reinforcing wood collected from their forests. Each shield is embossed with the signatures of the mage and artisan who crafted it. --- + ### Variants #### minor *Item 4* diff --git a/compendium/equipment/items/wyrm-claw-tv.md b/compendium/equipment/items/wyrm-claw-tv.md index d7d23cf97..0c68327ee 100644 --- a/compendium/equipment/items/wyrm-claw-tv.md +++ b/compendium/equipment/items/wyrm-claw-tv.md @@ -39,6 +39,7 @@ title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) ``` --- + ### Variants #### greater wyrm claw *Item 15* diff --git a/compendium/equipment/items/wyrm-on-the-wing-tv.md b/compendium/equipment/items/wyrm-on-the-wing-tv.md index c04d3820d..289120f11 100644 --- a/compendium/equipment/items/wyrm-on-the-wing-tv.md +++ b/compendium/equipment/items/wyrm-on-the-wing-tv.md @@ -32,6 +32,7 @@ title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actio ``` --- + ### Variants #### wyrm on the wing *Item 9* diff --git a/compendium/equipment/items/zombie-staff-tv.md b/compendium/equipment/items/zombie-staff-tv.md index c313a37d7..1534e5b2a 100644 --- a/compendium/equipment/items/zombie-staff-tv.md +++ b/compendium/equipment/items/zombie-staff-tv.md @@ -25,6 +25,7 @@ You expend a number of charges from the staff to cast a spell from its list. If ``` --- + ### Variants #### zombie staff *Item 7* diff --git a/compendium/feats/add-element-roe.md b/compendium/feats/add-element-roe.md index b961e6c53..2dbb591fb 100644 --- a/compendium/feats/add-element-roe.md +++ b/compendium/feats/add-element-roe.md @@ -13,5 +13,5 @@ aliases: ["Add Element"] Choose a second kinetic element to add to the one you already have. You gain an impulse feat for that element. For the purpose of meeting its prerequisites, your kineticist level is equal to half your level. If you gain more kineticist feats, you can select hybrid impulses that have both your elements, as normal for a kineticist. -*Source: RoE p. 57* +*Source: Rage of Elements p. 57* %% #compendium/src/pf2e/roe #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/advanced-element-control-roe.md b/compendium/feats/advanced-element-control-roe.md index 1ee3fffe4..b00d358a6 100644 --- a/compendium/feats/advanced-element-control-roe.md +++ b/compendium/feats/advanced-element-control-roe.md @@ -23,5 +23,5 @@ Your options include impulse feats for your kinetic element, as normal for a kin ## Summary -*Source: RoE p. 57* +*Source: Rage of Elements p. 57* %% #compendium/src/pf2e/roe #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/aerial-boomerang-roe.md b/compendium/feats/aerial-boomerang-roe.md index e0c6d59e6..e72108358 100644 --- a/compendium/feats/aerial-boomerang-roe.md +++ b/compendium/feats/aerial-boomerang-roe.md @@ -18,5 +18,5 @@ A blade of shearing wind races away from you in a 60-foot line. Each creature in On your next turn, you can use a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait, to return the boomerang to you. It returns in a line from its square to your current location, with the same effect as the initial line, then the impulse ends. You must have line of effect to the boomerang and be within 60 feet of it. -*Source: RoE p. 24* +*Source: Rage of Elements p. 24* %% #compendium/src/pf2e/roe #trait/air #trait/impulse #trait/kineticist #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/air-cushion-roe.md b/compendium/feats/air-cushion-roe.md index 46990281e..673c01c83 100644 --- a/compendium/feats/air-cushion-roe.md +++ b/compendium/feats/air-cushion-roe.md @@ -17,5 +17,5 @@ aliases: ["Air Cushion"] Air currents flow upward to slow the target's fall to 60 feet per round. The cushion ends when the target reaches the ground, and the creature takes no damage from the fall. The cushion expires if the creature doesn't reach the ground within 1 minute, but any distance it fell during that minute doesn't count for any damage the creature would take from the fall. You can't use Air Cushion again while you have one in effect. -*Source: RoE p. 24* +*Source: Rage of Elements p. 24* %% #compendium/src/pf2e/roe #trait/air #trait/impulse #trait/kineticist #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/air-shroud-roe.md b/compendium/feats/air-shroud-roe.md index 5b3fe86db..1256c8071 100644 --- a/compendium/feats/air-shroud-roe.md +++ b/compendium/feats/air-shroud-roe.md @@ -17,5 +17,5 @@ aliases: ["Air Shroud"] Turbulent air suffuses your kinetic aura. This doesn't displace other matter but provides air for creatures in your kinetic aura that need air to breathe. Attacks with ranged weapons take a –1 circumstance penalty to their attack rolls if their paths pass through your kinetic aura. Air in your kinetic aura is difficult terrain for flying creatures other than yourself. -*Source: RoE p. 24* +*Source: Rage of Elements p. 24* %% #compendium/src/pf2e/roe #trait/air #trait/impulse #trait/kineticist #trait/primal #trait/stance %% \ No newline at end of file diff --git a/compendium/feats/all-shall-end-in-flames-roe.md b/compendium/feats/all-shall-end-in-flames-roe.md index b42df87d4..1c6262b08 100644 --- a/compendium/feats/all-shall-end-in-flames-roe.md +++ b/compendium/feats/all-shall-end-in-flames-roe.md @@ -20,7 +20,5 @@ White-hot fire consumes everything in a cataclysmic sphere of death. The fire fi If you die to this impulse, you return to life at the start of your next turn in the same space. When you return, you have Hit Points equal to double your level. -Level (20th) The damage is `15d6`. - -*Source: RoE p. 29* +*Source: Rage of Elements p. 29* %% #compendium/src/pf2e/roe #trait/death #trait/fire #trait/impulse #trait/kineticist #trait/overflow #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/alloy-flesh-and-steel-roe.md b/compendium/feats/alloy-flesh-and-steel-roe.md index 97fd8554c..2c87b91cb 100644 --- a/compendium/feats/alloy-flesh-and-steel-roe.md +++ b/compendium/feats/alloy-flesh-and-steel-roe.md @@ -12,13 +12,11 @@ tags: aliases: ["Alloy Flesh and Steel"] --- # Alloy Flesh and Steel [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 14* -[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") metal +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [metal](rules/traits/metal-roe.md "Metal Energy & Element Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") - **Activity** Two-Action Elemental energy replaces every cell of your body with raw metal. You gain the benefits of the ferrous form spell (except you can't cast needle darts; see page 142) until the end of your next turn. You can Sustain the impulse up to 1 minute, and when you do, you can Raise a metal Shield if you're wielding one. Your metal Elemental Blasts deal an additional die of damage. If you suspend any conditions with Alloy Flesh and Steel, when it ends, you're temporarily immune to Alloy Flesh and Steel for 1 hour. -Level (16th) The resistance is 15. - -*Source: RoE p. 31* +*Source: Rage of Elements p. 31* %% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/manipulate #trait/metal #trait/polymorph #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/ambersoul-roe.md b/compendium/feats/ambersoul-roe.md index 4be9e54d3..5f622263a 100644 --- a/compendium/feats/ambersoul-roe.md +++ b/compendium/feats/ambersoul-roe.md @@ -15,5 +15,5 @@ Your elemental heritage is reflected in the oils and fragrances of plants, in tr The creature takes a –1 circumstance penalty on attack rolls with that weapon or unarmed attack until the end of its turn. -*Source: RoE p. 47* +*Source: Rage of Elements p. 47* %% #compendium/src/pf2e/roe #trait/ardande #trait/lineage %% \ No newline at end of file diff --git a/compendium/feats/ambush-bladderwort-roe.md b/compendium/feats/ambush-bladderwort-roe.md index 47ac3177d..b699c3d28 100644 --- a/compendium/feats/ambush-bladderwort-roe.md +++ b/compendium/feats/ambush-bladderwort-roe.md @@ -13,7 +13,7 @@ tags: aliases: ["Ambush Bladderwort"] --- # Ambush Bladderwort [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 4* -[composite](rules/traits/composite-roe.md "Composite Action & Ability Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [water](rules/traits/water.md "Water Energy & Element Trait") wood +[composite](rules/traits/composite-roe.md "Composite Action & Ability Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [water](rules/traits/water.md "Water Energy & Element Trait") [wood](rules/traits/wood-roe.md "Wood Energy & Element Trait") - **Activity** Three-Action @@ -23,7 +23,5 @@ Using this impulse again ends any previous one. If a creature enters its square, If a creature dies inside it, the plant shrinks down, converting itself and the remains into a watery fruit. A creature can eat this consumable to regain `1d8+4` HP, after which that creature is temporarily immune for 10 minutes. This fruit rots after 1 hour. -Level (+4) The bladderwort's HP increase by 25 and the fruit's healing increases by `1d8+4`. - -*Source: RoE p. 36* +*Source: Rage of Elements p. 36* %% #compendium/src/pf2e/roe #trait/composite #trait/impulse #trait/kineticist #trait/plant #trait/primal #trait/water #trait/wood %% \ No newline at end of file diff --git a/compendium/feats/architect-of-flame-roe.md b/compendium/feats/architect-of-flame-roe.md index 3d7c8d17b..9b739bfb1 100644 --- a/compendium/feats/architect-of-flame-roe.md +++ b/compendium/feats/architect-of-flame-roe.md @@ -18,7 +18,5 @@ aliases: ["Architect of Flame"] Flames rise and shape to your will, forming a wall or dome of your design. You create a wall of fire. In addition to the normal choices, you can make the wall up to 10 feet long and 60 feet high. The wall lasts until the end of your next turn, but you can Sustain it up to 1 minute. -Level (+3) The damage increases by `1d6`. - -*Source: RoE p. 29* +*Source: Rage of Elements p. 29* %% #compendium/src/pf2e/roe #trait/fire #trait/impulse #trait/kineticist #trait/manipulate #trait/overflow #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/armor-in-earth-roe.md b/compendium/feats/armor-in-earth-roe.md index 989abde67..9e82387b4 100644 --- a/compendium/feats/armor-in-earth-roe.md +++ b/compendium/feats/armor-in-earth-roe.md @@ -18,5 +18,5 @@ Stone encases you like armor. The stone armor is medium armor but uses your high The stone armor lasts for 10 minutes, and you can [Dismiss](rules/actions/dismiss.md) this impulse. If you use this impulse again, any existing one ends. -*Source: RoE p. 26* +*Source: Rage of Elements p. 26* %% #compendium/src/pf2e/roe #trait/earth #trait/impulse #trait/kineticist #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/ash-strider-roe.md b/compendium/feats/ash-strider-roe.md index fe9991923..1a77f4f80 100644 --- a/compendium/feats/ash-strider-roe.md +++ b/compendium/feats/ash-strider-roe.md @@ -19,7 +19,5 @@ aliases: ["Ash Strider"] You discorporate into a cloud of whirling ash and [Stride](rules/actions/stride.md). If you have a fly Speed, you can [Fly](rules/actions/fly.md) instead. This movement doesn't trigger reactions, you can move through occupied spaces and tiny cracks, and you ignore any difficult terrain and greater difficult terrain that wouldn't impede smoke. The first creature you pass through during this movement takes `3d6` fire damage with a basic Reflex save against your class DC. Ash lingers around you after your movement is complete, granting you concealment until the start of your next turn. -Level (+2) The damage increases by `1d6`. - -*Source: RoE p. 36* +*Source: Rage of Elements p. 36* %% #compendium/src/pf2e/roe #trait/air #trait/fire #trait/impulse #trait/kineticist #trait/overflow #trait/polymorph #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/assume-earths-mantle-roe.md b/compendium/feats/assume-earths-mantle-roe.md index 4c210283f..de26eb123 100644 --- a/compendium/feats/assume-earths-mantle-roe.md +++ b/compendium/feats/assume-earths-mantle-roe.md @@ -23,5 +23,5 @@ Enormous pieces of rock cluster around your body. You can [Dismiss](rules/action - If your Strength is below +4, this armor raises your Strength to +4. If your Strength is +4 or higher, this armor grants you a +1 item bonus to your Strength. - If you have the Armor in Earth impulse, you can add its effects to Assume Earth's Mantle. -*Source: RoE p. 27* +*Source: Rage of Elements p. 27* %% #compendium/src/pf2e/roe #trait/earth #trait/impulse #trait/kineticist #trait/primal #trait/stance %% \ No newline at end of file diff --git a/compendium/feats/aura-shaping-roe.md b/compendium/feats/aura-shaping-roe.md index 33f1e566c..8cc6acc75 100644 --- a/compendium/feats/aura-shaping-roe.md +++ b/compendium/feats/aura-shaping-roe.md @@ -14,5 +14,5 @@ You control the size of your kinetic aura. You can make your kinetic aura's eman Increase the maximum size you can choose by 5 feet at 15th and 20th levels. -*Source: RoE p. 23* +*Source: Rage of Elements p. 23* %% #compendium/src/pf2e/roe #trait/kineticist %% \ No newline at end of file diff --git a/compendium/feats/barrier-of-boreal-frost-roe.md b/compendium/feats/barrier-of-boreal-frost-roe.md index 25a7a579d..bf161f85a 100644 --- a/compendium/feats/barrier-of-boreal-frost-roe.md +++ b/compendium/feats/barrier-of-boreal-frost-roe.md @@ -19,5 +19,5 @@ aliases: ["Barrier of Boreal Frost"] You form an intricate structure of ice, such as a wall of bricks made of packed snow or a screen of enormous icicles. This has the effect of a [wall of ice](compendium/spells/wall-of-ice.md) spell with a spell rank equal to half your level rounded up. It can only be a wall (not a hemisphere), and you choose whether the ice is transparent or opaque. The wall lasts until the end of your next turn, but you can Sustain it up to 1 minute. -*Source: RoE p. 33* +*Source: Rage of Elements p. 33* %% #compendium/src/pf2e/roe #trait/cold #trait/impulse #trait/kineticist #trait/manipulate #trait/overflow #trait/primal #trait/water %% \ No newline at end of file diff --git a/compendium/feats/base-kinesis-roe.md b/compendium/feats/base-kinesis-roe.md index 94d6200b4..d4a45e732 100644 --- a/compendium/feats/base-kinesis-roe.md +++ b/compendium/feats/base-kinesis-roe.md @@ -13,5 +13,5 @@ aliases: ["Base Kinesis"] You gain the [Base Kinesis](rules/actions/base-kinesis-roe.md) impulse (page 16). For the purposes of determining when the range and Bulk improvements of the action occur, your kineticist level is equal to half your level (for example, [Base Kinesis](rules/actions/base-kinesis-roe.md) for a 10th- level character with this feat would have a range of 45 feet and could affect 1 Bulk of their chosen element). -*Source: RoE p. 57* +*Source: Rage of Elements p. 57* %% #compendium/src/pf2e/roe #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/beasts-of-slumbering-steel-roe.md b/compendium/feats/beasts-of-slumbering-steel-roe.md index b08576803..8af525303 100644 --- a/compendium/feats/beasts-of-slumbering-steel-roe.md +++ b/compendium/feats/beasts-of-slumbering-steel-roe.md @@ -10,7 +10,7 @@ tags: aliases: ["Beasts of Slumbering Steel"] --- # Beasts of Slumbering Steel [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 18* -[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") metal +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [metal](rules/traits/metal-roe.md "Metal Energy & Element Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") - **Activity** Three-Action @@ -18,5 +18,5 @@ You conjure metal elemental mounts made of interlocking metal pieces. Target up They remain for 1 minute or until you use this impulse again. You can use this impulse as a 1-minute exploration activity to make the duration 1 hour, but this halves the mounts' defenses and HP. -*Source: RoE p. 31* +*Source: Rage of Elements p. 31* %% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/metal #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/blazing-wave-roe.md b/compendium/feats/blazing-wave-roe.md index 41dab1d16..41a8c97c9 100644 --- a/compendium/feats/blazing-wave-roe.md +++ b/compendium/feats/blazing-wave-roe.md @@ -15,7 +15,7 @@ aliases: ["Blazing Wave"] - **Activity** Two-Action -Flames flow out of you in a cascade, engulfing everyone in a 30-foot cone. Each creature in the area takes `4d6` fire damage with a basic Reflex save against your class DC. A creature that critically fails its save is knocked [prone](rules/conditions.md#Prone). Level (+2) The damage increases by `1d6`. +Flames flow out of you in a cascade, engulfing everyone in a 30-foot cone. Each creature in the area takes `4d6` fire damage with a basic Reflex save against your class DC. A creature that critically fails its save is knocked [prone](rules/conditions.md#Prone). -*Source: RoE p. 28* +*Source: Rage of Elements p. 28* %% #compendium/src/pf2e/roe #trait/fire #trait/impulse #trait/kineticist #trait/overflow #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/body-of-air-roe.md b/compendium/feats/body-of-air-roe.md index 52511a011..dd7901ffe 100644 --- a/compendium/feats/body-of-air-roe.md +++ b/compendium/feats/body-of-air-roe.md @@ -23,5 +23,5 @@ The effect lasts until the end of your next turn, but you can Sustain the form u You can use Body of Air as a reaction only when the trigger is met, but you can use it as a 2-action activity without the trigger being met. -*Source: RoE p. 25* +*Source: Rage of Elements p. 25* %% #compendium/src/pf2e/roe #trait/air #trait/impulse #trait/kineticist #trait/overflow #trait/polymorph #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/burning-jet-roe.md b/compendium/feats/burning-jet-roe.md index ad0528cc0..6aa6a74a8 100644 --- a/compendium/feats/burning-jet-roe.md +++ b/compendium/feats/burning-jet-roe.md @@ -16,9 +16,5 @@ aliases: ["Burning Jet"] A condensed burst of flame shoots behind you, propelling you forward with its sheer force. [Stride](rules/actions/stride.md) up to 40 feet in a straight line. Movement from this impulse ignores difficult terrain and doesn't trigger reactions. -Level (6th) The maximum distance of the [Stride](rules/actions/stride.md) is 60 feet. You can choose to [Leap](rules/actions/leap.md) up to 40 feet in any direction instead of Striding. If you're in the air at the end of this [Leap](rules/actions/leap.md), you fall normally. - -Level (10th) As 6th level, but you hover briefly after leaping into the air. If you [Leap](rules/actions/leap.md), you don't fall until the end of your next turn. If you use Burning Jet again on a subsequent turn, you remain airborne. - -*Source: RoE p. 28* +*Source: Rage of Elements p. 28* %% #compendium/src/pf2e/roe #trait/fire #trait/impulse #trait/kineticist #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/burning-spell-roe.md b/compendium/feats/burning-spell-roe.md index 0e647ce6f..afe499292 100644 --- a/compendium/feats/burning-spell-roe.md +++ b/compendium/feats/burning-spell-roe.md @@ -16,5 +16,5 @@ aliases: ["Burning Spell"] You enhance your spell with elemental fire, causing it to set the target on fire. If the next action you use is to Cast a non- cantrip Spell that deals damage at a single target, the spell deals additional [persistent fire damage](rules/conditions.md#Persistent%20Damage) equal to the spell rank, in addition to its other effects. This has no effect if the spell already deals [persistent fire damage](rules/conditions.md#Persistent%20Damage). The spell gains the [fire](rules/traits/fire.md "Fire Energy & Element Trait") trait. -*Source: RoE p. 59* +*Source: Rage of Elements p. 59* %% #compendium/src/pf2e/roe #trait/archetype #trait/fire #trait/spellshape %% \ No newline at end of file diff --git a/compendium/feats/calcifying-sand-roe.md b/compendium/feats/calcifying-sand-roe.md index dac14dc6d..e46e7a481 100644 --- a/compendium/feats/calcifying-sand-roe.md +++ b/compendium/feats/calcifying-sand-roe.md @@ -24,5 +24,5 @@ Your flesh gives way as you're struck, becoming coarse sand that can magically t > - **Failure** The creature is [slowed](rules/conditions.md#Slowed) until the end of its next turn. > - **Critical Failure** The creature is [petrified](rules/conditions.md#Petrified) until the end of its next turn. -*Source: RoE p. 26* +*Source: Rage of Elements p. 26* %% #compendium/src/pf2e/roe #trait/earth #trait/impulse #trait/incapacitation #trait/kineticist #trait/overflow #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/call-the-hurricane-roe.md b/compendium/feats/call-the-hurricane-roe.md index e3b78e2a4..dea6c9738 100644 --- a/compendium/feats/call-the-hurricane-roe.md +++ b/compendium/feats/call-the-hurricane-roe.md @@ -15,7 +15,7 @@ aliases: ["Call the Hurricane"] - **Activity** Two-Action -Massive waves spiral around you, with you as the eye of the hurricane. The waves appear in a 20-foot emanation, or a 30-foot emanation if you're in a body of water. Each creature in the area takes `6d8` bludgeoning damage with a basic Reflex save against your class DC. A creature that fails its save is battered by the waves and pushed 10 feet (or 20 feet on a critical failure). Level (+2) The damage increases by `1d8`. +Massive waves spiral around you, with you as the eye of the hurricane. The waves appear in a 20-foot emanation, or a 30-foot emanation if you're in a body of water. Each creature in the area takes `6d8` bludgeoning damage with a basic Reflex save against your class DC. A creature that fails its save is battered by the waves and pushed 10 feet (or 20 feet on a critical failure). -*Source: RoE p. 32* +*Source: Rage of Elements p. 32* %% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/overflow #trait/primal #trait/water %% \ No newline at end of file diff --git a/compendium/feats/cast-down.md b/compendium/feats/cast-down.md index 8c312995c..ee3decbd2 100644 --- a/compendium/feats/cast-down.md +++ b/compendium/feats/cast-down.md @@ -14,7 +14,7 @@ aliases: ["Cast Down"] - **Prerequisites**: harmful font or healing font - **Activity** Single Action -The sheer force of your faith can bring a foe crashing down. If the next action you use is to cast [harm](compendium/spells/harm.md) or heal to damage one creature, the target is knocked [prone](rules/conditions.md#Prone) if it takes any damage from the spell. If the target critically fails its save against the spell, it also takes a –10-foot status penalty to its Speed for 1 minute. +The sheer force of your faith can bring a foe crashing down. If the next action you use is to cast [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) to damage one creature, the target is knocked [prone](rules/conditions.md#Prone) if it takes any damage from the spell. If the target critically fails its save against the spell, it also takes a –10-foot status penalty to its Speed for 1 minute. *Source: Core Rulebook p. 123* %% #compendium/src/pf2e/crb #trait/cleric #trait/concentrate #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/chain-infusion-roe.md b/compendium/feats/chain-infusion-roe.md index 4e1e70d17..ef9b78ffe 100644 --- a/compendium/feats/chain-infusion-roe.md +++ b/compendium/feats/chain-infusion-roe.md @@ -16,5 +16,5 @@ The elemental matter in your blast keeps reconstituting itself to travel onward, If your next action is an [Elemental Blast](rules/actions/elemental-blast-roe.md) and it hits, attempt a new ranged [Elemental Blast](rules/actions/elemental-blast-roe.md) from the target against a different creature that's within the blast's range, measuring from the creature you hit. You can keep chaining the blast in this way each time you hit. Your multiple attack penalty applies normally to any blasts in the chain after the first. You can make up to five blasts total, but you can't target the same creature more than once. Roll damage only once and apply it to each creature you hit. (If you start with a melee blast, you still add your Strength to only that blast, not the successive ranged blasts.) -*Source: RoE p. 23* +*Source: Rage of Elements p. 23* %% #compendium/src/pf2e/roe #trait/infusion #trait/kineticist %% \ No newline at end of file diff --git a/compendium/feats/clear-as-air-roe.md b/compendium/feats/clear-as-air-roe.md index 8a4af9792..2f6736e20 100644 --- a/compendium/feats/clear-as-air-roe.md +++ b/compendium/feats/clear-as-air-roe.md @@ -20,5 +20,5 @@ Compact layers of air diffract and bend light around your body, making you appea This impulse weakens if you use it too frequently. Using it again within 10 minutes makes you [concealed](rules/conditions.md#Concealed) instead of [invisible](rules/conditions.md#Invisible). -*Source: RoE p. 24* +*Source: Rage of Elements p. 24* %% #compendium/src/pf2e/roe #trait/air #trait/illusion #trait/impulse #trait/kineticist #trait/overflow #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/command-elemental-roe.md b/compendium/feats/command-elemental-roe.md index 30dc590f1..03c236d5b 100644 --- a/compendium/feats/command-elemental-roe.md +++ b/compendium/feats/command-elemental-roe.md @@ -21,5 +21,5 @@ You grasp the animating force within an elemental creature and bend it to your w > - **Failure** The elemental creature is [controlled](rules/conditions.md#Controlled) or [slowed](rules/conditions.md#Slowed) as long as you Sustain the impulse, up to 1 minute. This effect ends if you or an ally attacks the elemental. > - **Critical Failure** As failure, but you can Sustain the impulse up to 1 hour. -*Source: RoE p. 21* +*Source: Rage of Elements p. 21* %% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/conductive-sphere-roe.md b/compendium/feats/conductive-sphere-roe.md index 7ff8a95e0..58cfd489f 100644 --- a/compendium/feats/conductive-sphere-roe.md +++ b/compendium/feats/conductive-sphere-roe.md @@ -12,11 +12,11 @@ tags: aliases: ["Conductive Sphere"] --- # Conductive Sphere [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") metal +[electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [metal](rules/traits/metal-roe.md "Metal Energy & Element Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") - **Activity** Two-Action A floating metal ball forms in a space within 30 feet, flashing with electricity. It can't be targeted or damaged. Any of your allies adjacent to it gain resistance to electricity equal to your level and add the shock rune to all their Strikes with metal objects. The sphere lasts until the end of your next turn, but you can Sustain it up to 1 minute. When you conjure the sphere and the first time you Sustain the impulse on subsequent rounds, you can either have it [Fly](rules/actions/fly.md) up to 20 feet or deal `1d12` electricity damage to an adjacent creature with a basic Reflex save against your class DC. -*Source: RoE p. 31* +*Source: Rage of Elements p. 31* %% #compendium/src/pf2e/roe #trait/electricity #trait/impulse #trait/kineticist #trait/manipulate #trait/metal #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/conductors-redirection-roe.md b/compendium/feats/conductors-redirection-roe.md index 4d19bda52..e29b71926 100644 --- a/compendium/feats/conductors-redirection-roe.md +++ b/compendium/feats/conductors-redirection-roe.md @@ -14,5 +14,5 @@ talos You conduct the damage through your body, taking damage as normal (if applicable) and redirecting it at one target within 10 feet that you can see. The creature must make a Fortitude save using your class DC or spell DC, whichever is higher. On a failure, they take the electrical damage; on a success, they take half damage. -*Source: RoE p. 53* +*Source: Rage of Elements p. 53* %% #compendium/src/pf2e/roe #trait/talos %% \ No newline at end of file diff --git a/compendium/feats/consume-power-roe.md b/compendium/feats/consume-power-roe.md index 36bf4a817..20e8549f3 100644 --- a/compendium/feats/consume-power-roe.md +++ b/compendium/feats/consume-power-roe.md @@ -10,12 +10,12 @@ tags: aliases: ["Consume Power"] --- # Consume Power [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") metal +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [metal](rules/traits/metal-roe.md "Metal Energy & Element Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") - **Trigger** You would take acid, electricity, fire, or sonic damage. - **Activity** Reaction You absorb energy and hold it in your kinetic gate. You gain resistance equal to your level to the triggering damage—choose one eligible type of resistance. If this reaction prevents any damage, you gain a status bonus equal to half your level to the damage roll of the next metal impulse you use before the end of your next turn. -*Source: RoE p. 30* +*Source: Rage of Elements p. 30* %% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/metal #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/counter-element-roe.md b/compendium/feats/counter-element-roe.md index 7a8012565..897235c7b 100644 --- a/compendium/feats/counter-element-roe.md +++ b/compendium/feats/counter-element-roe.md @@ -16,5 +16,5 @@ aliases: ["Counter Element"] Your absolute dedication to a single element lets you attempt to gain control over it, even when the element is in service to another entity. You attempt to counteract the effect, using your kineticist class DC – 10 as your counteract check modifier and half this impulse's level rounded up as the counteract rank. If you counteract the effect, you protect only yourself unless you got a critical success on your counteract check. -*Source: RoE p. 22* +*Source: Rage of Elements p. 22* %% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist %% \ No newline at end of file diff --git a/compendium/feats/crawling-fire-roe.md b/compendium/feats/crawling-fire-roe.md index 5b68ca893..942b5de18 100644 --- a/compendium/feats/crawling-fire-roe.md +++ b/compendium/feats/crawling-fire-roe.md @@ -15,11 +15,7 @@ aliases: ["Crawling Fire"] - **Activity** Two-Action -You mimic the motions of a beast of your devising, and it becomes real, with a flaming pelt and searing claws. It is Small and appears in an unoccupied space within 30 feet. You can sense from the crawling fire's space as well as your own, using your senses. When you use a fire impulse, you can have it originate from the crawling fire instead of you (with the exception of impulses that affect your kinetic aura). The creation lasts until the end of your next turn, but you can Sustain it up to 1 minute. Each time you Sustain it, you can have the crawling fire [Stride](rules/actions/stride.md) up to 40 feet. The crawling fire can be attacked. It uses your statistics for defenses but is immune to fire. Any damage that would be dealt to the crawling fire is dealt to you instead, though you take damage only once from any ability that includes both you and the creation in the area of effect. If you use Crawling Fire again, any previous one ends. Level (8th) The fire can be Small or Medium. +You mimic the motions of a beast of your devising, and it becomes real, with a flaming pelt and searing claws. It is Small and appears in an unoccupied space within 30 feet. You can sense from the crawling fire's space as well as your own, using your senses. When you use a fire impulse, you can have it originate from the crawling fire instead of you (with the exception of impulses that affect your kinetic aura). The creation lasts until the end of your next turn, but you can Sustain it up to 1 minute. Each time you Sustain it, you can have the crawling fire [Stride](rules/actions/stride.md) up to 40 feet. The crawling fire can be attacked. It uses your statistics for defenses but is immune to fire. Any damage that would be dealt to the crawling fire is dealt to you instead, though you take damage only once from any ability that includes both you and the creation in the area of effect. If you use Crawling Fire again, any previous one ends. -Level (10th) The fire can be Small, Medium, or Large. - -Level (14th) The fire can be Small, Medium, Large, or Huge. - -*Source: RoE p. 28* +*Source: Rage of Elements p. 28* %% #compendium/src/pf2e/roe #trait/fire #trait/impulse #trait/kineticist #trait/manipulate #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/crowned-in-tempests-fury-roe.md b/compendium/feats/crowned-in-tempests-fury-roe.md index eef194671..9dbb18280 100644 --- a/compendium/feats/crowned-in-tempests-fury-roe.md +++ b/compendium/feats/crowned-in-tempests-fury-roe.md @@ -23,5 +23,5 @@ You become one with a devastating thunderstorm from the Plane of Air, placing a - You gain a +10-foot status bonus to all your Speeds. - Your air Elemental Blasts deal an additional `1d12` electricity damage. -*Source: RoE p. 25* +*Source: Rage of Elements p. 25* %% #compendium/src/pf2e/roe #trait/air #trait/electricity #trait/impulse #trait/kineticist #trait/primal #trait/stance %% \ No newline at end of file diff --git a/compendium/feats/current-spell-roe.md b/compendium/feats/current-spell-roe.md index 73b5e1662..583103278 100644 --- a/compendium/feats/current-spell-roe.md +++ b/compendium/feats/current-spell-roe.md @@ -16,5 +16,5 @@ aliases: ["Current Spell"] As you use your magic to manipulate air or water, you divert some of its currents to form a barrier around you. If your next action is to [Cast a Spell](rules/actions/cast-a-spell.md) with the [air](rules/traits/air.md "Air Energy & Element Trait") or [water](rules/traits/water.md "Water Energy & Element Trait") trait, until the start of your next turn, you gain a +1 circumstance bonus to AC or a +2 circumstance bonus against ranged attacks. This effect has the [air](rules/traits/air.md "Air Energy & Element Trait") or [water](rules/traits/water.md "Water Energy & Element Trait") trait, or both, depending on the traits of the spell you cast. You also gain a +1 circumstance bonus to all saves against effects with the [air](rules/traits/air.md "Air Energy & Element Trait") trait, [water](rules/traits/water.md "Water Energy & Element Trait") trait, or both until the start of your next turn, depending on the spell's traits. -*Source: RoE p. 59* +*Source: Rage of Elements p. 59* %% #compendium/src/pf2e/roe #trait/archetype #trait/concentrate #trait/spellshape %% \ No newline at end of file diff --git a/compendium/feats/cyclonic-ascent-roe.md b/compendium/feats/cyclonic-ascent-roe.md index a7b895ddc..b5634dfa3 100644 --- a/compendium/feats/cyclonic-ascent-roe.md +++ b/compendium/feats/cyclonic-ascent-roe.md @@ -16,5 +16,5 @@ aliases: ["Cyclonic Ascent"] Whorls of wind surround your lower body, forming a cyclone that lifts you into the air. You gain a fly Speed equal to your land Speed or 30 feet, whichever is greater, for 10 minutes. Unlike with a normal fly Speed, you can move upward without treating it as difficult terrain. In addition, you can remain in the air at the end of your turn if you used an air impulse during that turn, even if you didn't use a [Fly](rules/actions/fly.md) action that turn. -*Source: RoE p. 25* +*Source: Rage of Elements p. 25* %% #compendium/src/pf2e/roe #trait/air #trait/impulse #trait/kineticist #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/dash-of-herbs-roe.md b/compendium/feats/dash-of-herbs-roe.md index 206ae7f6e..89d48f550 100644 --- a/compendium/feats/dash-of-herbs-roe.md +++ b/compendium/feats/dash-of-herbs-roe.md @@ -13,7 +13,7 @@ tags: aliases: ["Dash of Herbs"] --- # Dash of Herbs [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[healing](rules/traits/healing.md "Healing Effect Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") vitality wood +[healing](rules/traits/healing.md "Healing Effect Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [wood](rules/traits/wood-roe.md "Wood Energy & Element Trait") vitality - **Activity** Two-Action @@ -21,7 +21,5 @@ A small cloud of medicinal herbs heal a creature. The type of herbs depends on w Alternatively, you can add the herbs to a dish of food being prepared for up to six people. Creatures who partake in the meal gain the benefits. The herbs' [healing](rules/traits/healing.md "Healing Effect Trait") effects wear off if not eaten within an hour, though their flavor remains. -Level (+2) The healing increases by `1d8`. - -*Source: RoE p. 34* +*Source: Rage of Elements p. 34* %% #compendium/src/pf2e/roe #trait/healing #trait/impulse #trait/kineticist #trait/plant #trait/primal #trait/vitality #trait/wood %% \ No newline at end of file diff --git a/compendium/feats/deflecting-wave-roe.md b/compendium/feats/deflecting-wave-roe.md index 22464173a..43173ab1c 100644 --- a/compendium/feats/deflecting-wave-roe.md +++ b/compendium/feats/deflecting-wave-roe.md @@ -18,5 +18,5 @@ aliases: ["Deflecting Wave"] A cascade of water blunts or disperses the incoming attack. You gain resistance to damage from the triggering effect equal to your level if it's bludgeoning or slashing, or double your level if it's acid or fire damage. If the effect deals more than one applicable type of damage, apply the highest resistance, but apply it only once. -*Source: RoE p. 32* +*Source: Rage of Elements p. 32* %% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/primal #trait/water %% \ No newline at end of file diff --git a/compendium/feats/desert-wind-roe.md b/compendium/feats/desert-wind-roe.md index 29324c855..9db604b20 100644 --- a/compendium/feats/desert-wind-roe.md +++ b/compendium/feats/desert-wind-roe.md @@ -21,7 +21,5 @@ A vortex of sand and dust surrounds you. Each creature inside your kinetic aura Your air impulses carry sands that cut at great speed. When you use a damaging air impulse that affects at least one creature in your kinetic aura, that impulse deals 1 additional slashing damage, or 2 if the impulse has a single target. -Level (+2) The extra damage increases by 1, or 2 if the impulse has a single target. - -*Source: RoE p. 36* +*Source: Rage of Elements p. 36* %% #compendium/src/pf2e/roe #trait/air #trait/composite #trait/earth #trait/impulse #trait/kineticist #trait/primal #trait/stance %% \ No newline at end of file diff --git a/compendium/feats/dousing-spell-roe.md b/compendium/feats/dousing-spell-roe.md index d31ef5bfa..f6ffa392c 100644 --- a/compendium/feats/dousing-spell-roe.md +++ b/compendium/feats/dousing-spell-roe.md @@ -16,5 +16,5 @@ aliases: ["Dousing Spell"] You enhance your spell with elemental water, soaking the target. If the next action you use is to [Cast a Spell](rules/actions/cast-a-spell.md) targeting a single creature, you soak the target of the spell with water. If the target has [persistent acid](rules/conditions.md#Persistent%20Damage) or fire damage, the DC to end those conditions is reduced to 10, and the creature can attempt a flat check to end those types of [persistent damage](rules/conditions.md#Persistent%20Damage) immediately. The spell gains the [water](rules/traits/water.md "Water Energy & Element Trait") trait (causing it to deal extra damage to creatures with weakness to water). -*Source: RoE p. 59* +*Source: Rage of Elements p. 59* %% #compendium/src/pf2e/roe #trait/archetype #trait/spellshape #trait/water %% \ No newline at end of file diff --git a/compendium/feats/drifting-pollen-roe.md b/compendium/feats/drifting-pollen-roe.md index f77249e21..5b161155f 100644 --- a/compendium/feats/drifting-pollen-roe.md +++ b/compendium/feats/drifting-pollen-roe.md @@ -12,11 +12,11 @@ tags: aliases: ["Drifting Pollen"] --- # Drifting Pollen [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [stance](rules/traits/stance.md "Stance Combat Trait") wood +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [stance](rules/traits/stance.md "Stance Combat Trait") [wood](rules/traits/wood-roe.md "Wood Energy & Element Trait") - **Activity** Single Action A haze of pollen floats around you. A creature in your kinetic aura when you enter the stance, or who later enters the aura or ends its turn in the aura, attempts at a Fortitude save against your class DC. On a failure, it's [sickened](rules/conditions.md#Sickened) ([sickened](rules/conditions.md#Sickened) on a critical failure) and [dazzled](rules/conditions.md#Dazzled) until it's no longer [sickened](rules/conditions.md#Sickened). A creature attempts this save no more than once per round and doesn't attempt a new save if already affected. -*Source: RoE p. 35* +*Source: Rage of Elements p. 35* %% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/plant #trait/primal #trait/stance #trait/wood %% \ No newline at end of file diff --git a/compendium/feats/driving-rain-roe.md b/compendium/feats/driving-rain-roe.md index 0259aeb16..740f76fb2 100644 --- a/compendium/feats/driving-rain-roe.md +++ b/compendium/feats/driving-rain-roe.md @@ -17,7 +17,5 @@ aliases: ["Driving Rain"] Heavy drops of rain batter down, hitting like sling stones and impeding vision. Each creature in a 15-foot burst within 120 feet takes `3d8` bludgeoning damage with a basic Reflex save against your class DC. Until the start of your next turn, all creatures are [concealed](rules/conditions.md#Concealed) while in the area, and all creatures outside the area are [concealed](rules/conditions.md#Concealed) to creatures within it. -Level (+2) The damage increases by `1d8`. - -*Source: RoE p. 32* +*Source: Rage of Elements p. 32* %% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/overflow #trait/primal #trait/water %% \ No newline at end of file diff --git a/compendium/feats/effortless-impulse-roe.md b/compendium/feats/effortless-impulse-roe.md index c90cde157..1e3e2f4f3 100644 --- a/compendium/feats/effortless-impulse-roe.md +++ b/compendium/feats/effortless-impulse-roe.md @@ -14,5 +14,5 @@ aliases: ["Effortless Impulse"] A steady ripple from your kinetic gate maintains one of your impulses. You immediately Sustain one of your active impulses that can be sustained. -*Source: RoE p. 23* +*Source: Rage of Elements p. 23* %% #compendium/src/pf2e/roe #trait/kineticist %% \ No newline at end of file diff --git a/compendium/feats/elemental-apotheosis-roe.md b/compendium/feats/elemental-apotheosis-roe.md index 521df2fdd..85de9afcc 100644 --- a/compendium/feats/elemental-apotheosis-roe.md +++ b/compendium/feats/elemental-apotheosis-roe.md @@ -13,5 +13,5 @@ aliases: ["Elemental Apotheosis"] You take on an elemental countenance, appearing like a type of elemental of your element. You gain any Speeds listed in the [elemental form](compendium/spells/elemental-form.md) spell for your element and gain darkvision if you don't already have it. You also gain the [elemental](rules/traits/elemental.md "Elemental Creature Type Trait") trait and the trait of your chosen element. -*Source: RoE p. 23* +*Source: Rage of Elements p. 23* %% #compendium/src/pf2e/roe #trait/kineticist %% \ No newline at end of file diff --git a/compendium/feats/elemental-artillery-roe.md b/compendium/feats/elemental-artillery-roe.md index fe14075d0..bf72c4f46 100644 --- a/compendium/feats/elemental-artillery-roe.md +++ b/compendium/feats/elemental-artillery-roe.md @@ -12,13 +12,11 @@ tags: aliases: ["Elemental Artillery"] --- # Elemental Artillery [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 6* -[composite](rules/traits/composite-roe.md "Composite Action & Ability Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") metal wood +[composite](rules/traits/composite-roe.md "Composite Action & Ability Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [metal](rules/traits/metal-roe.md "Metal Energy & Element Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [wood](rules/traits/wood-roe.md "Wood Energy & Element Trait") - **Activity** Three-Action Spinning wood and metal together, you create a rugged wooden ballista. The ballista is Medium and appears in an unoccupied space within 30 feet. It immediately shoots a bolt with a jagged tip of elemental metal. Make an impulse attack roll against the AC of a target within 120 feet. The target takes `3d12` piercing damage on a hit (or double damage on a critical hit). The ballista can be shot again, but it must first be reloaded with two [Interact](rules/actions/interact.md) actions. The ballista lasts until the end of your next turn, and you can Sustain the impulse. Each time you Sustain it, you can roll the ballista up to 20 feet, shoot it if it's loaded, or contribute 1 action toward reloading it. -Level (+3) The damage increases by `1d12`. - -*Source: RoE p. 36* +*Source: Rage of Elements p. 36* %% #compendium/src/pf2e/roe #trait/composite #trait/impulse #trait/kineticist #trait/metal #trait/primal #trait/wood %% \ No newline at end of file diff --git a/compendium/feats/elemental-evolution-roe.md b/compendium/feats/elemental-evolution-roe.md index 7881d8bd8..1f6559526 100644 --- a/compendium/feats/elemental-evolution-roe.md +++ b/compendium/feats/elemental-evolution-roe.md @@ -13,5 +13,5 @@ aliases: ["Elemental Evolution"] The elemental power within you is more mutable and versatile than most. Choose a second damage type for your element. Whenever you [Rage](rules/actions/rage.md), you can choose that type instead of the damage type you would normally gain. The new damage type can be the one you did not choose when you selected the element initially if you had multiple options available for your element, or one of the following types: air cold, earth poison, fire cold, metal electricity, water acid, wood poison. -*Source: RoE p. 54* +*Source: Rage of Elements p. 54* %% #compendium/src/pf2e/roe #trait/barbarian %% \ No newline at end of file diff --git a/compendium/feats/elemental-explosion-roe.md b/compendium/feats/elemental-explosion-roe.md index a69db947e..4e8d09022 100644 --- a/compendium/feats/elemental-explosion-roe.md +++ b/compendium/feats/elemental-explosion-roe.md @@ -20,5 +20,5 @@ You unleash the energy roiling within you, exploding elemental matter in a 15-fo Each creature in the area must attempt a basic Reflex save against your class DC. Elemental Explosion gains the trait of your element. -*Source: RoE p. 54* +*Source: Rage of Elements p. 54* %% #compendium/src/pf2e/roe #trait/barbarian #trait/concentrate #trait/primal #trait/rage %% \ No newline at end of file diff --git a/compendium/feats/elemental-familiar-roe.md b/compendium/feats/elemental-familiar-roe.md index e7296feda..8c0855662 100644 --- a/compendium/feats/elemental-familiar-roe.md +++ b/compendium/feats/elemental-familiar-roe.md @@ -14,5 +14,5 @@ A small creature made of elemental matter springs forth from your kinetic gate. You gain an elemental familiar (page 42) with the trait of one of your kinetic elements. If you have more than one kinetic element, you can change the element you've selected for your familiar to a different one of your kinetic elements each time you make your daily preparations. The familiar uses your Constitution modifier to determine its [Perception](compendium/skills.md#Perception), [Acrobatics](compendium/skills.md#Acrobatics), and [Stealth](compendium/skills.md#Stealth) modifiers. -*Source: RoE p. 20* +*Source: Rage of Elements p. 20* %% #compendium/src/pf2e/roe #trait/kineticist %% \ No newline at end of file diff --git a/compendium/feats/elemental-overlap-roe.md b/compendium/feats/elemental-overlap-roe.md index 59cfad7eb..07c2354e8 100644 --- a/compendium/feats/elemental-overlap-roe.md +++ b/compendium/feats/elemental-overlap-roe.md @@ -15,5 +15,5 @@ Though you've dedicated yourself to one element, you learn to mix that element w **Special.** You can select this feat more than once, choosing a different impulse feat each time. -*Source: RoE p. 22* +*Source: Rage of Elements p. 22* %% #compendium/src/pf2e/roe #trait/kineticist %% \ No newline at end of file diff --git a/compendium/feats/elemental-transformation-roe.md b/compendium/feats/elemental-transformation-roe.md index a7f5ffb2e..e265aebaa 100644 --- a/compendium/feats/elemental-transformation-roe.md +++ b/compendium/feats/elemental-transformation-roe.md @@ -18,5 +18,5 @@ aliases: ["Elemental Transformation"] You open your kinetic gate, but rather than activating your kinetic aura, you instead become overwhelmed with transformative elemental energy. You're affected by an [elemental form](compendium/spells/elemental-form.md) spell with the same trait as your kinetic element. You can heighten it to any spell rank up to half your level rounded up. -*Source: RoE p. 23* +*Source: Rage of Elements p. 23* %% #compendium/src/pf2e/roe #trait/kineticist #trait/polymorph #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/elementalist-dedication-roe.md b/compendium/feats/elementalist-dedication-roe.md index c5c2a52b3..d31c61e71 100644 --- a/compendium/feats/elementalist-dedication-roe.md +++ b/compendium/feats/elementalist-dedication-roe.md @@ -21,5 +21,5 @@ Each day when you make your daily preparations, you can attune yourself to one e ## Summary -*Source: RoE p. 59* +*Source: Rage of Elements p. 59* %% #compendium/src/pf2e/roe #trait/archetype #trait/class #trait/dedication %% \ No newline at end of file diff --git a/compendium/feats/eternal-torch-roe.md b/compendium/feats/eternal-torch-roe.md index 3ae8d088d..5bc27de1a 100644 --- a/compendium/feats/eternal-torch-roe.md +++ b/compendium/feats/eternal-torch-roe.md @@ -24,7 +24,5 @@ If you create a flame on a weapon, you still need to use it as an improvised wea The flame has an unlimited duration. You can have a maximum number of Eternal Torches equal to your Constitution modifier, and you can [Dismiss](rules/actions/dismiss.md) each torch individually. -Level (8th) All your torches—even ones you already created— shed bright light in a 60-foot radius (and dim light for the next 60 feet). - -*Source: RoE p. 28* +*Source: Rage of Elements p. 28* %% #compendium/src/pf2e/roe #trait/fire #trait/impulse #trait/kineticist #trait/light #trait/manipulate #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/expanded-elemental-magic-roe.md b/compendium/feats/expanded-elemental-magic-roe.md index ad341ef7d..ea0990cb5 100644 --- a/compendium/feats/expanded-elemental-magic-roe.md +++ b/compendium/feats/expanded-elemental-magic-roe.md @@ -13,5 +13,5 @@ aliases: ["Expanded Elemental Magic"] You reach new understandings of the elements, taking an expansive view. Add to your elemental philosophy any of the following elements it doesn't already include: air, earth, fire, metal, water, and wood. -*Source: RoE p. 60* +*Source: Rage of Elements p. 60* %% #compendium/src/pf2e/roe #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/expert-kinetic-control-roe.md b/compendium/feats/expert-kinetic-control-roe.md index 71726d4ff..12a7e14bf 100644 --- a/compendium/feats/expert-kinetic-control-roe.md +++ b/compendium/feats/expert-kinetic-control-roe.md @@ -13,5 +13,5 @@ aliases: ["Expert Kinetic Control"] You become an expert in kineticist class DC and impulse attack rolls. -*Source: RoE p. 57* +*Source: Rage of Elements p. 57* %% #compendium/src/pf2e/roe #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/extended-kinesis-roe.md b/compendium/feats/extended-kinesis-roe.md index a1c2ef4b8..534a761f3 100644 --- a/compendium/feats/extended-kinesis-roe.md +++ b/compendium/feats/extended-kinesis-roe.md @@ -17,5 +17,5 @@ You've refined the control you can exert over your elements. Add the following o - Regulate (air, fire, metal, or water only) You change the temperature of an existing element, making it colder or warmer. This can snuff out a flame or turn water to ice or steam. After this change, the element cools or warms naturally unless you Sustain the impulse. An item that gets cold or hot enough (as determined by the GM) can be used as an improvised weapon that deals 1 cold damage or 1 fire damage in addition to the damage the GM determines for the improvised weapon. - Sculpt (earth, metal, or wood only) Reshape an existing element into a small object of a design you choose. It looks crude and artificial on close examination. The sculpted element can be shaped into a functional short tool (or a long tool if your [Base Kinesis](rules/actions/base-kinesis-roe.md) can affect 1 Bulk or greater). It's too fragile and artificial to be used as a weapon or have any monetary value. -*Source: RoE p. 20* +*Source: Rage of Elements p. 20* %% #compendium/src/pf2e/roe #trait/kineticist %% \ No newline at end of file diff --git a/compendium/feats/fearsome-familiar-roe.md b/compendium/feats/fearsome-familiar-roe.md index 8c5a1a7f8..17298f2e1 100644 --- a/compendium/feats/fearsome-familiar-roe.md +++ b/compendium/feats/fearsome-familiar-roe.md @@ -18,5 +18,5 @@ Your elemental familiar trades places with an elemental from its elemental plane This creature appears in the same space as your familiar, which disappears for the duration of this impulse. You can Sustain this impulse up to 1 minute. When the impulse ends, the familiar appears in the space the summoned elemental occupied. A familiar can endure this process only so often—if you use this impulse on your familiar more than once per day, it dies as soon as it returns the second time. -*Source: RoE p. 22* +*Source: Rage of Elements p. 22* %% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/ferrousoul-roe.md b/compendium/feats/ferrousoul-roe.md index 4210cdab8..6a00d3178 100644 --- a/compendium/feats/ferrousoul-roe.md +++ b/compendium/feats/ferrousoul-roe.md @@ -13,5 +13,5 @@ aliases: ["Ferrousoul"] Whether in their pure elemental forms or as part of an alloy such as steel, the elemental metal in your soul resonates strongly with iron, bronze, and other sturdy, practical metals suitable for weaponry. Your fist attacks gain the modular B, P, or S trait (Pathfinder Treasure Vault 25) and lose the [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") trait. Your fist's damage die increases to `1d6`. -*Source: RoE p. 52* +*Source: Rage of Elements p. 52* %% #compendium/src/pf2e/roe #trait/lineage #trait/talos %% \ No newline at end of file diff --git a/compendium/feats/flashforge-roe.md b/compendium/feats/flashforge-roe.md index c1815e715..2d0706c5c 100644 --- a/compendium/feats/flashforge-roe.md +++ b/compendium/feats/flashforge-roe.md @@ -10,11 +10,11 @@ tags: aliases: ["Flashforge"] --- # Flashforge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 1* -[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") metal +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [metal](rules/traits/metal-roe.md "Metal Energy & Element Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") - **Activity** Two-Action An artificial metal object forms in the hands of you or a willing ally within 30 feet. You can choose a level 0, common, handheld weapon or piece of adventuring gear of 1 Bulk or less. The item is entirely made from metal, making some items impossible or impractical to use (if it's unclear, the GM decides). You can make items with simple moving parts or magnetism, like a compass, poor lock, or merchant's scale. The item lasts for 10 minutes, but each time it's used, the user must succeed at a DC 5 flat check or the item is destroyed after the action is completed. -*Source: RoE p. 30* +*Source: Rage of Elements p. 30* %% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/metal #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/flinging-updraft-roe.md b/compendium/feats/flinging-updraft-roe.md index 80e9867da..b3bff430e 100644 --- a/compendium/feats/flinging-updraft-roe.md +++ b/compendium/feats/flinging-updraft-roe.md @@ -19,7 +19,7 @@ A speeding wind heeds your call, picking someone up and depositing them nearby. > [!success-degree] > - **Success** The creature is unaffected. > - **Failure** You make the creature jump up to half the maximum distance. -> - **Critical Failure** You make the creature jump up to the maximum distance. Level (+2) The maximum distance increases by 15 feet. +> - **Critical Failure** You make the creature jump up to the maximum distance. -*Source: RoE p. 24* +*Source: Rage of Elements p. 24* %% #compendium/src/pf2e/roe #trait/air #trait/impulse #trait/kineticist #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/flowering-path-roe.md b/compendium/feats/flowering-path-roe.md index eac6e8ecc..e186868b6 100644 --- a/compendium/feats/flowering-path-roe.md +++ b/compendium/feats/flowering-path-roe.md @@ -16,5 +16,5 @@ aliases: ["Flowering Path"] Vitality and elemental wood flows out from your body and into the earth, infusing it with a stream of new life. When you walk, you leave blooming flowers and sprouting vines in your wake. For the next minute, each time you [Step](rules/actions/step.md) or [Stride](rules/actions/stride.md), you create difficult terrain in each square you leave during your movement. -*Source: RoE p. 49* +*Source: Rage of Elements p. 49* %% #compendium/src/pf2e/roe #trait/ardande #trait/plant #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/flying-flame-roe.md b/compendium/feats/flying-flame-roe.md index 1d5da2f7e..8d9f0ab28 100644 --- a/compendium/feats/flying-flame-roe.md +++ b/compendium/feats/flying-flame-roe.md @@ -14,7 +14,7 @@ aliases: ["Flying Flame"] - **Activity** Two-Action -A Tiny shape of flame appears, taking a form of your choice— such as a bird, an arrow, or a simple sphere. It Flies from you up to 30 feet in a path you choose. Each creature it passes through takes `1d6` fire damage with a basic Reflex save against your class DC. A creature attempts only one save, even if the flame passes through it multiple times. Level (+2) The damage increases by `1d6`. +A Tiny shape of flame appears, taking a form of your choice— such as a bird, an arrow, or a simple sphere. It Flies from you up to 30 feet in a path you choose. Each creature it passes through takes `1d6` fire damage with a basic Reflex save against your class DC. A creature attempts only one save, even if the flame passes through it multiple times. -*Source: RoE p. 28* +*Source: Rage of Elements p. 28* %% #compendium/src/pf2e/roe #trait/fire #trait/impulse #trait/kineticist #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/four-winds-roe.md b/compendium/feats/four-winds-roe.md index 21fb82639..7de45a29d 100644 --- a/compendium/feats/four-winds-roe.md +++ b/compendium/feats/four-winds-roe.md @@ -18,5 +18,5 @@ Mimicking the anemoi—monarchs of the four winds—you propel four creatures. T If it has a fly Speed, it can instead [Fly](rules/actions/fly.md) up to half its fly Speed. -*Source: RoE p. 24* +*Source: Rage of Elements p. 24* %% #compendium/src/pf2e/roe #trait/air #trait/impulse #trait/kineticist #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/fresh-produce-roe.md b/compendium/feats/fresh-produce-roe.md index 5ea29240c..613810e4c 100644 --- a/compendium/feats/fresh-produce-roe.md +++ b/compendium/feats/fresh-produce-roe.md @@ -13,13 +13,11 @@ tags: aliases: ["Fresh Produce"] --- # Fresh Produce [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[healing](rules/traits/healing.md "Healing Effect Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") vitality wood +[healing](rules/traits/healing.md "Healing Effect Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [wood](rules/traits/wood-roe.md "Wood Energy & Element Trait") vitality - **Activity** Single Action You grow a nourishing nut, vegetable, seed, or fruit. Choose a creature in your kinetic aura. The produce grows in their open hand, or at their feet if they have no open hands. The produce has light Bulk. A creature can eat it with an [Interact](rules/actions/interact.md) action to regain `1d4+1` HP; this is a healing vitality effect. The creature feels full for 10 minutes, during which it has resistance 2 to void damage and can't eat another piece of produce. Produce not consumed by the start of your next turn withers away. -Level (+2) The healing increases by `1d4+5`, and the resistance increases by 2. - -*Source: RoE p. 34* +*Source: Rage of Elements p. 34* %% #compendium/src/pf2e/roe #trait/healing #trait/impulse #trait/kineticist #trait/plant #trait/primal #trait/vitality #trait/wood %% \ No newline at end of file diff --git a/compendium/feats/furnace-form-roe.md b/compendium/feats/furnace-form-roe.md index 9167672f3..2de0af2a2 100644 --- a/compendium/feats/furnace-form-roe.md +++ b/compendium/feats/furnace-form-roe.md @@ -18,7 +18,5 @@ aliases: ["Furnace Form"] Opening your kinetic gate, you allow flames to consume your form and leave you a living flame. You gain the benefits of the [fiery body](compendium/spells/fiery-body.md) spell (except the ability to cast ignition) until the end of your next turn. You can Sustain the impulse up to 1 minute, and when you do, you can [Fly](rules/actions/fly.md) up to half your fly Speed. Your fire Elemental Blasts deal an additional die of damage. -Level (16th) This duration is 1 minute, you can't Sustain the impulse, and you can [Dismiss](rules/actions/dismiss.md) the impulse. - -*Source: RoE p. 29* +*Source: Rage of Elements p. 29* %% #compendium/src/pf2e/roe #trait/fire #trait/impulse #trait/kineticist #trait/manipulate #trait/polymorph #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/geologic-attunement-roe.md b/compendium/feats/geologic-attunement-roe.md index 432907588..489cf8f3a 100644 --- a/compendium/feats/geologic-attunement-roe.md +++ b/compendium/feats/geologic-attunement-roe.md @@ -17,5 +17,5 @@ aliases: ["Geologic Attunement"] You tune to the earth and stone around you, extending your senses through it in rippling waves. You gain tremorsense (imprecise) in your kinetic aura. Once per round, you can [Point Out](rules/actions/point-out.md) a creature you can sense with tremorsense as a free action. -*Source: RoE p. 26* +*Source: Rage of Elements p. 26* %% #compendium/src/pf2e/roe #trait/earth #trait/impulse #trait/kineticist #trait/primal #trait/stance %% \ No newline at end of file diff --git a/compendium/feats/ghosts-in-the-storm-roe.md b/compendium/feats/ghosts-in-the-storm-roe.md index cb106def2..4db1831f5 100644 --- a/compendium/feats/ghosts-in-the-storm-roe.md +++ b/compendium/feats/ghosts-in-the-storm-roe.md @@ -18,5 +18,5 @@ aliases: ["Ghosts in the Storm"] Clouds, like eager pets, are drawn to you and to those in your good graces. Fast-moving gray clouds surround you, as well as your allies while they're in your kinetic aura. Anyone surrounded by these clouds gains a +2 status bonus to Reflex saves and [Acrobatics](compendium/skills.md#Acrobatics) checks. When an affected creature uses a move action, clouds dance around it. Until the start of its next turn, it's [concealed](rules/conditions.md#Concealed), and its Strikes gain the shock rune. -*Source: RoE p. 25* +*Source: Rage of Elements p. 25* %% #compendium/src/pf2e/roe #trait/air #trait/electricity #trait/impulse #trait/kineticist #trait/primal #trait/stance %% \ No newline at end of file diff --git a/compendium/feats/gildedsoul-roe.md b/compendium/feats/gildedsoul-roe.md index a3f7edb60..9236d2cbe 100644 --- a/compendium/feats/gildedsoul-roe.md +++ b/compendium/feats/gildedsoul-roe.md @@ -13,5 +13,5 @@ aliases: ["Gildedsoul"] Your elemental lineage manifests in the polished gleam of precious metals, such as silver and gold, or even rare and valuable skymetals like adamantine or orichalcum. This natural luster enhances your charm; you become trained in your choice of [Diplomacy](compendium/skills.md#Diplomacy) or [Society](compendium/skills.md#Society). If you would automatically become trained in both these skills (from your background or class, for example), you instead become trained in a skill of your choice. If you're trained in [Society](compendium/skills.md#Society), you also gain the [Courtly Graces](compendium/feats/courtly-graces.md) skill feat. -*Source: RoE p. 52* +*Source: Rage of Elements p. 52* %% #compendium/src/pf2e/roe #trait/lineage #trait/talos %% \ No newline at end of file diff --git a/compendium/feats/glacial-prison-roe.md b/compendium/feats/glacial-prison-roe.md index d3739032a..24abec917 100644 --- a/compendium/feats/glacial-prison-roe.md +++ b/compendium/feats/glacial-prison-roe.md @@ -25,5 +25,5 @@ Intense cold swirls around your foe, covering it in frost that slows it down and > - **Failure** The target is frozen solid. It can't act, its AC is 9, it has Hardness 5, and it's immune to other [cold](rules/traits/cold.md "Cold Energy & Element Trait") effects, critical hits, and precision damage. This lasts until the end of your next turn, but if the target is affected by a [hostile](rules/conditions.md#Hostile) action, this effect ends immediately after that action. > - **Critical Failure** As failure, but after becoming unfrozen, the creature is [slowed](rules/conditions.md#Slowed) until the end of its next turn. -*Source: RoE p. 33* +*Source: Rage of Elements p. 33* %% #compendium/src/pf2e/roe #trait/cold #trait/impulse #trait/incapacitation #trait/kineticist #trait/overflow #trait/primal #trait/water %% \ No newline at end of file diff --git a/compendium/feats/grove-harbored-roe.md b/compendium/feats/grove-harbored-roe.md index f64c9a726..6e40b1cf9 100644 --- a/compendium/feats/grove-harbored-roe.md +++ b/compendium/feats/grove-harbored-roe.md @@ -12,5 +12,5 @@ ardande You are accustomed to exploring thick woodlands and defending yourself against the attacks of magical plants. You gain a +1 circumstance bonus to saves against plant, poison, and wood effects, and if you roll a success on a save against a [poison](rules/traits/poison.md "Poison Effect Trait") effect, you get a critical success instead. -*Source: RoE p. 48* +*Source: Rage of Elements p. 48* %% #compendium/src/pf2e/roe #trait/ardande %% \ No newline at end of file diff --git a/compendium/feats/growth-spell-roe.md b/compendium/feats/growth-spell-roe.md index f37461907..ab9ed4de2 100644 --- a/compendium/feats/growth-spell-roe.md +++ b/compendium/feats/growth-spell-roe.md @@ -15,7 +15,7 @@ aliases: ["Growth Spell"] You enhance your spell with elemental wood, causing your magic to expand and grow beyond its original limitations. If the next action you use this turn is to Cast a non-cantrip Spell that affects an area, expand the area of the spell. For bursts, expand the radius by 5 feet; for cones, expand the cone by 10 feet; and for lines, expand the length by 15 feet. -The spell gains the wood trait. +The spell gains the [wood](rules/traits/wood-roe.md "Wood Energy & Element Trait") trait. -*Source: RoE p. 60* +*Source: Rage of Elements p. 60* %% #compendium/src/pf2e/roe #trait/archetype #trait/spellshape %% \ No newline at end of file diff --git a/compendium/feats/hail-of-splinters-roe.md b/compendium/feats/hail-of-splinters-roe.md index 0be73ca00..e8689a6e6 100644 --- a/compendium/feats/hail-of-splinters-roe.md +++ b/compendium/feats/hail-of-splinters-roe.md @@ -11,13 +11,11 @@ tags: aliases: ["Hail of Splinters"] --- # Hail of Splinters [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 1* -[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") wood +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [wood](rules/traits/wood-roe.md "Wood Energy & Element Trait") - **Activity** Two-Action A fusillade of jagged splinters flies from you. Creatures in a 30-foot cone take `1d4` piercing damage and `1d4` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) with a basic Reflex save against your class DC. -Level (+2) Each type of damage increases by `1d4`. - -*Source: RoE p. 34* +*Source: Rage of Elements p. 34* %% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/overflow #trait/primal #trait/wood %% \ No newline at end of file diff --git a/compendium/feats/hardwood-armor-roe.md b/compendium/feats/hardwood-armor-roe.md index cc1e17b8d..9133237b8 100644 --- a/compendium/feats/hardwood-armor-roe.md +++ b/compendium/feats/hardwood-armor-roe.md @@ -10,7 +10,7 @@ tags: aliases: ["Hardwood Armor"] --- # Hardwood Armor [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") wood +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [wood](rules/traits/wood-roe.md "Wood Energy & Element Trait") - **Activity** Single Action @@ -18,7 +18,7 @@ Wood and bark grow over your body like armor. This hardwood armor is medium armo The wooden armor's statistics are: AC Bonus +3; Dex Cap +2; Check Penalty –2; Speed Penalty –5 feet; Strength 14; Bulk 1; Group wood TV. Any bonuses, runes, and magical abilities of your actual armor are suppressed, but any runes that could apply to the hardwood armor are replicated onto it. When you use this impulse, you can also create a wooden shield in a free hand. You can Shield Block with this shield even if you don't have that feat. The hand wielding this shield counts as a free hand for using impulses. The shield decays in an instant if it becomes [broken](rules/conditions.md#Broken) or leaves your grasp. -The armor lasts for 10 minutes, and you can [Dismiss](rules/actions/dismiss.md) this impulse. If you use this impulse again, any existing one ends. Level (+3) The shield's Hardness increases by 1, its HP by 4, and its BT by 2. +The armor lasts for 10 minutes, and you can [Dismiss](rules/actions/dismiss.md) this impulse. If you use this impulse again, any existing one ends. -*Source: RoE p. 34* +*Source: Rage of Elements p. 34* %% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/primal #trait/wood %% \ No newline at end of file diff --git a/compendium/feats/hedge-maze-roe.md b/compendium/feats/hedge-maze-roe.md index 04eb7546a..ff12d34bf 100644 --- a/compendium/feats/hedge-maze-roe.md +++ b/compendium/feats/hedge-maze-roe.md @@ -13,7 +13,7 @@ tags: aliases: ["Hedge Maze"] --- # Hedge Maze [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 12* -[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") wood +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [wood](rules/traits/wood-roe.md "Wood Energy & Element Trait") - **Activity** Three-Action @@ -21,5 +21,5 @@ You sculpt a manicured maze of hedges. You create a wall of shrubs (page 199) in You can spend 10 minutes using this impulse as an exploration activity to instead create a cozy cabin with hedges for walls. It lasts for 12 hours, but ends if you use the impulse again. -*Source: RoE p. 35* +*Source: Rage of Elements p. 35* %% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/manipulate #trait/overflow #trait/plant #trait/primal #trait/wood %% \ No newline at end of file diff --git a/compendium/feats/hell-of-1000000-needles-roe.md b/compendium/feats/hell-of-1000000-needles-roe.md index 964e5eb7f..88711677f 100644 --- a/compendium/feats/hell-of-1000000-needles-roe.md +++ b/compendium/feats/hell-of-1000000-needles-roe.md @@ -11,13 +11,11 @@ tags: aliases: ["Hell of 1,000,000 Needles"] --- # Hell of 1,000,000 Needles [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 18* -[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") metal +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [metal](rules/traits/metal-roe.md "Metal Energy & Element Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") - **Activity** Three-Action The landscape fills with monumental filaments of metal. The needles lance into a cube 30 feet on a side within 500 feet. Each creature in the area takes `13d6` piercing damage, with a basic Reflex save against your class DC. Each creature that fails its save is impaled, becoming [immobilized](rules/conditions.md#Immobilized) until it Escapes (the DC is your class DC); a creature that critically failed is also off-guard as long as it's impaled. The hell remains until the end of your next turn, but you can Sustain it up to 1 minute. Using this impulse again ends any previous one. The first time you Sustain it each round, lightning crisscrosses the needles. Each creature in the area takes `3d12` electricity damage with a basic Reflex save against your class DC. Squares in the area are hazardous terrain. A creature takes 6 piercing damage for every square of the area it moves through. -Level (20th) The initial damage is `17d6`, and the hazardous terrain damage is 7. - -*Source: RoE p. 31* +*Source: Rage of Elements p. 31* %% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/metal #trait/overflow #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/igneogenesis-roe.md b/compendium/feats/igneogenesis-roe.md index 368e3232a..76355ab31 100644 --- a/compendium/feats/igneogenesis-roe.md +++ b/compendium/feats/igneogenesis-roe.md @@ -17,9 +17,7 @@ aliases: ["Igneogenesis"] You can create a permanent stone object, either sculpting stone pulled directly from your kinetic gate or manipulating earth and stone around you. It must fit within one 5-foot cube that's adjacent to you and on solid ground, and you can make the object large enough to occupy the square. If you create the object underneath you or another willing creature, you cause the target to rise on top of the object; you can't create it under an unwilling creature. This impulse has an unlimited duration, but if you use Igneogenesis again, the object returns to its original location or form. You can spend 1 hour to use Igneogenesis as an exploration activity; in this case, the object is permanent and non-magical. -The object can't include any intricate parts or moving pieces. You can attempt a [Crafting](compendium/skills.md#Crafting) skill check as part of using this impulse to add details to your creation, such as a symbol, short message, or pattern (with the DC determined by the GM). Level (+3) You can add an additional 5-foot cube to the object. +The object can't include any intricate parts or moving pieces. You can attempt a [Crafting](compendium/skills.md#Crafting) skill check as part of using this impulse to add details to your creation, such as a symbol, short message, or pattern (with the DC determined by the GM). -Each cube must be contiguous. - -*Source: RoE p. 26* +*Source: Rage of Elements p. 26* %% #compendium/src/pf2e/roe #trait/earth #trait/impulse #trait/kineticist #trait/manipulate #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/ignite-the-sun-roe.md b/compendium/feats/ignite-the-sun-roe.md index 2dba8fb34..2d00c1f7a 100644 --- a/compendium/feats/ignite-the-sun-roe.md +++ b/compendium/feats/ignite-the-sun-roe.md @@ -21,5 +21,5 @@ The sun lasts until the end of your next turn, but you can Sustain it up to 1 mi The sun continually channels fire into you and your allies. You and each of your allies within the sun's light deal an additional `1d6` fire damage with all Strikes, spells that deal fire damage, and impulses that deal fire damage (except for Ignite the Sun itself). These aren't cumulative with multiple suns. -*Source: RoE p. 29* +*Source: Rage of Elements p. 29* %% #compendium/src/pf2e/roe #trait/fire #trait/impulse #trait/kineticist #trait/light #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/impenetrable-fog-roe.md b/compendium/feats/impenetrable-fog-roe.md index 7f6e73862..d4f39475d 100644 --- a/compendium/feats/impenetrable-fog-roe.md +++ b/compendium/feats/impenetrable-fog-roe.md @@ -18,7 +18,5 @@ aliases: ["Impenetrable Fog"] Fog condenses in a chaotic, swirling pattern, thick enough that it seems to push back against you. You call forth a fog bank in a 10-foot burst within 120 feet. All creatures in the fog are [concealed](rules/conditions.md#Concealed), and all creatures outside the fog become [concealed](rules/conditions.md#Concealed) to creatures within it. The fog is so magically dense it impedes movement, making the area difficult terrain. The fog lasts until the end of your next turn, and you can Sustain the impulse up to 1 minute. -Level (+3) You can make the radius of the burst larger. Increase its maximum size by 5 feet. - -*Source: RoE p. 33* +*Source: Rage of Elements p. 33* %% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/manipulate #trait/overflow #trait/primal #trait/water %% \ No newline at end of file diff --git a/compendium/feats/imperious-aura-roe.md b/compendium/feats/imperious-aura-roe.md index 02d95b7b7..2e8e121cf 100644 --- a/compendium/feats/imperious-aura-roe.md +++ b/compendium/feats/imperious-aura-roe.md @@ -17,5 +17,5 @@ aliases: ["Imperious Aura"] Your glowing and majestic kinetic aura marks you as a true child of the elements. Use a stance impulse that affects your kinetic aura. -*Source: RoE p. 23* +*Source: Rage of Elements p. 23* %% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/improved-elemental-blast-roe.md b/compendium/feats/improved-elemental-blast-roe.md index 53e548b1f..f00d08d3b 100644 --- a/compendium/feats/improved-elemental-blast-roe.md +++ b/compendium/feats/improved-elemental-blast-roe.md @@ -15,5 +15,5 @@ The power of your elemental blast improves. The damage of your elemental blast i **Special.** You can take Improved [Elemental Blast](rules/actions/elemental-blast-roe.md) a second time at 14th level to increase your [Elemental Blast](rules/actions/elemental-blast-roe.md) to three damage die, and a third time at 18th level to increase your [Elemental Blast](rules/actions/elemental-blast-roe.md) to four damage die. -*Source: RoE p. 57* +*Source: Rage of Elements p. 57* %% #compendium/src/pf2e/roe #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/infinite-expanse-of-bluest-heaven-roe.md b/compendium/feats/infinite-expanse-of-bluest-heaven-roe.md index 695ea5cf6..e66924dee 100644 --- a/compendium/feats/infinite-expanse-of-bluest-heaven-roe.md +++ b/compendium/feats/infinite-expanse-of-bluest-heaven-roe.md @@ -27,5 +27,5 @@ Each creature in the area or that later enters it must attempt a Will save again > - **Success** The creature is off-guard. > - **Failure** The creature is off-guard. It is [fleeing](rules/conditions.md#Fleeing) from the illusory sky but is also disoriented; any time it uses an action to attempt to flee, it must succeed at a DC 11 flat check or flee to a space that's still within the illusion. The GM determines where the creatures ends up, but the creature can't stay stationary if it's able to move. -*Source: RoE p. 25* +*Source: Rage of Elements p. 25* %% #compendium/src/pf2e/roe #trait/air #trait/illusion #trait/impulse #trait/kineticist #trait/mental #trait/overflow #trait/primal #trait/visual %% \ No newline at end of file diff --git a/compendium/feats/jagged-berms-roe.md b/compendium/feats/jagged-berms-roe.md index 7d8678a63..7f578bbd6 100644 --- a/compendium/feats/jagged-berms-roe.md +++ b/compendium/feats/jagged-berms-roe.md @@ -13,7 +13,7 @@ tags: aliases: ["Jagged Berms"] --- # Jagged Berms [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 6* -[composite](rules/traits/composite-roe.md "Composite Action & Ability Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") wood +[composite](rules/traits/composite-roe.md "Composite Action & Ability Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [wood](rules/traits/wood-roe.md "Wood Energy & Element Trait") - **Activity** Three-Action @@ -21,7 +21,7 @@ You conjure up to six cube-shaped mounds of packed earth. Each appears in an uno If destroyed, a mound becomes difficult terrain. The mounds last for an unlimited duration, but if you use the impulse again, any previous one ends. -Sharpened wooden stakes protrude from each mound into adjacent squares. They can project from any of its sides; you choose which sides for each mound. For each square of wooden stakes a creature enters, that creature takes `2d6` piercing damage. Destroying a mound also destroys its stakes. Level (+2) The HP of each section of the wall increases by 10, and the piercing damage increases by `1d6`. +Sharpened wooden stakes protrude from each mound into adjacent squares. They can project from any of its sides; you choose which sides for each mound. For each square of wooden stakes a creature enters, that creature takes `2d6` piercing damage. Destroying a mound also destroys its stakes. -*Source: RoE p. 37* +*Source: Rage of Elements p. 37* %% #compendium/src/pf2e/roe #trait/composite #trait/earth #trait/impulse #trait/kineticist #trait/overflow #trait/primal #trait/wood %% \ No newline at end of file diff --git a/compendium/feats/kindle-inner-flames-roe.md b/compendium/feats/kindle-inner-flames-roe.md index 444d3dfc3..528db0755 100644 --- a/compendium/feats/kindle-inner-flames-roe.md +++ b/compendium/feats/kindle-inner-flames-roe.md @@ -17,7 +17,5 @@ aliases: ["Kindle Inner Flames"] As a candle can light another, you awaken the latent potential to channel fire in other creatures. You shed faint, glowing embers, as do your allies while they're in your kinetic aura. Anyone shedding these embers gains a +1 status bonus to Reflex saves and [Acrobatics](compendium/skills.md#Acrobatics) checks and can [Step](rules/actions/step.md) as a free action once per round. When an affected creature takes a move action, its Strikes deal an extra 2 fire damage until the end of its turn. -Level (12th) The status bonus to Reflex saves and [Acrobatics](compendium/skills.md#Acrobatics) checks is +2, and the Strikes gain the flaming rune instead of the extra 2 fire damage. - -*Source: RoE p. 29* +*Source: Rage of Elements p. 29* %% #compendium/src/pf2e/roe #trait/fire #trait/impulse #trait/kineticist #trait/primal #trait/stance %% \ No newline at end of file diff --git a/compendium/feats/kinetic-activation-roe.md b/compendium/feats/kinetic-activation-roe.md index ee4bd60ca..a45d2e003 100644 --- a/compendium/feats/kinetic-activation-roe.md +++ b/compendium/feats/kinetic-activation-roe.md @@ -16,5 +16,5 @@ For [any](rules/traits/any-b1.md "Any Alignment Trait") effects of these items t You can also prepare a staff that has at least one spell with an appropriate trait, using half your level rounded up to determine the number of charges you add. This doesn't allow you to cast spells without the trait of one of your kinetic elements, and you don't get the extra benefits prepared and spontaneous spellcasters do. -*Source: RoE p. 21* +*Source: Rage of Elements p. 21* %% #compendium/src/pf2e/roe #trait/kineticist %% \ No newline at end of file diff --git a/compendium/feats/kinetic-pinnacle-roe.md b/compendium/feats/kinetic-pinnacle-roe.md index f8936b346..6de4f109e 100644 --- a/compendium/feats/kinetic-pinnacle-roe.md +++ b/compendium/feats/kinetic-pinnacle-roe.md @@ -12,5 +12,5 @@ aliases: ["Kinetic Pinnacle"] No one can match the pace at which elements flow from you. You're permanently [quickened](rules/conditions.md#Quickened). You can use your extra action only to [Channel Elements](rules/actions/channel-elements-roe.md), use a 1-action [Elemental Blast](rules/actions/elemental-blast-roe.md), or use a 1-action stance impulse. -*Source: RoE p. 23* +*Source: Rage of Elements p. 23* %% #compendium/src/pf2e/roe #trait/kineticist %% \ No newline at end of file diff --git a/compendium/feats/kineticist-dedication-roe.md b/compendium/feats/kineticist-dedication-roe.md index b2bd8614a..b6079f5e9 100644 --- a/compendium/feats/kineticist-dedication-roe.md +++ b/compendium/feats/kineticist-dedication-roe.md @@ -21,5 +21,5 @@ You become trained in kineticist class DC and impulse attack rolls. Choose one e ## Summary -*Source: RoE p. 57* +*Source: Rage of Elements p. 57* %% #compendium/src/pf2e/roe #trait/archetype #trait/dedication #trait/multiclass %% \ No newline at end of file diff --git a/compendium/feats/kizidhar-magic-roe.md b/compendium/feats/kizidhar-magic-roe.md index 6f7953d9d..47a064194 100644 --- a/compendium/feats/kizidhar-magic-roe.md +++ b/compendium/feats/kizidhar-magic-roe.md @@ -12,5 +12,5 @@ ardande You can wield the arcane magic of a kizidhar, casting entangling flora and one with plants once per day each as 2nd-rank arcane innate spells. -*Source: RoE p. 49* +*Source: Rage of Elements p. 49* %% #compendium/src/pf2e/roe #trait/ardande %% \ No newline at end of file diff --git a/compendium/feats/lava-leap-roe.md b/compendium/feats/lava-leap-roe.md index f02ad46e6..81823954a 100644 --- a/compendium/feats/lava-leap-roe.md +++ b/compendium/feats/lava-leap-roe.md @@ -21,7 +21,5 @@ You wreath yourself in molten stone and hurtle toward your enemy. [Leap](rules/a The cooling remains of the lava form a temporary protective shell around you, granting you a +2 circumstance bonus to AC until the start of your next turn. -Level (+3) Each type of damage increases by `1d6`. - -*Source: RoE p. 36* +*Source: Rage of Elements p. 36* %% #compendium/src/pf2e/roe #trait/composite #trait/earth #trait/fire #trait/impulse #trait/kineticist #trait/overflow #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/lightning-dash-roe.md b/compendium/feats/lightning-dash-roe.md index 481b07542..fca667bca 100644 --- a/compendium/feats/lightning-dash-roe.md +++ b/compendium/feats/lightning-dash-roe.md @@ -20,5 +20,5 @@ aliases: ["Lightning Dash"] For an instant, you transform yourself into a being of pure lightning and fly forward, shocking anyone in your way. You propel yourself forward in a 30-foot line. You can move through creatures during this movement, and this movement doesn't trigger reactions that are triggered by movement. Each creature you move through takes `2d12` electricity damage with a basic Reflex save against your class DC. You return to your normal form in the final square of the line. If you're in the air, you fall unless you have a fly Speed. -*Source: RoE p. 24* +*Source: Rage of Elements p. 24* %% #compendium/src/pf2e/roe #trait/air #trait/electricity #trait/impulse #trait/kineticist #trait/move #trait/overflow #trait/polymorph #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/lightning-rod-roe.md b/compendium/feats/lightning-rod-roe.md index 7d2af5977..d98475721 100644 --- a/compendium/feats/lightning-rod-roe.md +++ b/compendium/feats/lightning-rod-roe.md @@ -12,13 +12,11 @@ tags: aliases: ["Lightning Rod"] --- # Lightning Rod [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 6* -[air](rules/traits/air.md "Air Energy & Element Trait") [composite](rules/traits/composite-roe.md "Composite Action & Ability Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") metal +[air](rules/traits/air.md "Air Energy & Element Trait") [composite](rules/traits/composite-roe.md "Composite Action & Ability Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [metal](rules/traits/metal-roe.md "Metal Energy & Element Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") - **Activity** Three-Action You smash a metal rod into your foe and call lightning to it. Attempt a 1-action melee [Elemental Blast](rules/actions/elemental-blast-roe.md) using the metal element. On a hit, the target is skewered with a metal rod, which gives it a –1 circumstance penalty to AC and saves against electricity; the penalty is –2 if the creature also has the metal trait, is made of metal, or is wearing metal armor. A hit creature immediately takes `1d12` electricity damage with a basic Reflex save against your class DC. The creature can [Interact](rules/actions/interact.md) to attempt a DC 10 [Athletics](compendium/skills.md#Athletics) check to pull the lightning rod free. -Level (+6) The electricity damage increases by `1d12`. - -*Source: RoE p. 37* +*Source: Rage of Elements p. 37* %% #compendium/src/pf2e/roe #trait/air #trait/composite #trait/impulse #trait/kineticist #trait/metal #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/living-bonfire-roe.md b/compendium/feats/living-bonfire-roe.md index 8ed6644bf..e19f62e09 100644 --- a/compendium/feats/living-bonfire-roe.md +++ b/compendium/feats/living-bonfire-roe.md @@ -12,7 +12,7 @@ tags: aliases: ["Living Bonfire"] --- # Living Bonfire [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[composite](rules/traits/composite-roe.md "Composite Action & Ability Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") wood +[composite](rules/traits/composite-roe.md "Composite Action & Ability Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [wood](rules/traits/wood-roe.md "Wood Energy & Element Trait") - **Activity** Two-Action @@ -20,7 +20,5 @@ Roots and branches of living wood writhe in elemental fire at your command, form When you make a wood ranged [Elemental Blast](rules/actions/elemental-blast-roe.md), you can have it come from the bonfire instead of you, flinging burning logs. This blast deals an additional `1d6` fire damage. Each time you do this, the size of the bonfire is reduced by one 5-foot square. If all the squares are removed, the impulse ends. -Level (+5) The fire damage increases by `1d6`. - -*Source: RoE p. 36* +*Source: Rage of Elements p. 36* %% #compendium/src/pf2e/roe #trait/composite #trait/fire #trait/impulse #trait/kineticist #trait/primal #trait/wood %% \ No newline at end of file diff --git a/compendium/feats/magnetic-field-roe.md b/compendium/feats/magnetic-field-roe.md index a9aee8155..f02287157 100644 --- a/compendium/feats/magnetic-field-roe.md +++ b/compendium/feats/magnetic-field-roe.md @@ -11,7 +11,7 @@ tags: aliases: ["Magnetic Field"] --- # Magnetic Field [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [stance](rules/traits/stance.md "Stance Combat Trait") metal +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [metal](rules/traits/metal-roe.md "Metal Energy & Element Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [stance](rules/traits/stance.md "Stance Combat Trait") - **Activity** Single Action @@ -21,5 +21,5 @@ Attract A creature that is wearing metal armor, has the metal trait, or is made Repel A creature that is wearing metal armor, has the metal trait, or is made of metal treats squares in your kinetic aura as difficult terrain when moving closer to you. You push unattended metal objects of light Bulk or less in your kinetic aura away. They stop moving once they're outside your aura. -*Source: RoE p. 30* +*Source: Rage of Elements p. 30* %% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/metal #trait/primal #trait/stance %% \ No newline at end of file diff --git a/compendium/feats/magnetic-pinions-roe.md b/compendium/feats/magnetic-pinions-roe.md index cba45cbfb..4bb1198e4 100644 --- a/compendium/feats/magnetic-pinions-roe.md +++ b/compendium/feats/magnetic-pinions-roe.md @@ -11,11 +11,11 @@ tags: aliases: ["Magnetic Pinions"] --- # Magnetic Pinions [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 1* -[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") metal +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [metal](rules/traits/metal-roe.md "Metal Energy & Element Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") - **Activity** Three-Action -Small pieces of metal fly from you, propelled with magnetism at great velocity. Make ranged impulse attack rolls against up to three creatures within 60 feet of you; you gain a +1 circumstance bonus to your attack roll against any target wearing metal armor or made of metal. All three attacks count toward your multiple attack penalty, but it doesn't increase until after all the attacks. The metal pieces deal `1d4` bludgeoning damage and `1d4` piercing damage on a hit (or double damage on a critical hit). Level (+2) Each type of damage increases by `1d4`. +Small pieces of metal fly from you, propelled with magnetism at great velocity. Make ranged impulse attack rolls against up to three creatures within 60 feet of you; you gain a +1 circumstance bonus to your attack roll against any target wearing metal armor or made of metal. All three attacks count toward your multiple attack penalty, but it doesn't increase until after all the attacks. The metal pieces deal `1d4` bludgeoning damage and `1d4` piercing damage on a hit (or double damage on a critical hit). -*Source: RoE p. 30* +*Source: Rage of Elements p. 30* %% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/metal #trait/overflow #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/metabolize-element-roe.md b/compendium/feats/metabolize-element-roe.md index e6dff2d09..45a549119 100644 --- a/compendium/feats/metabolize-element-roe.md +++ b/compendium/feats/metabolize-element-roe.md @@ -15,5 +15,5 @@ aliases: ["Metabolize Element"] Your rapidly metabolize the elemental particles in your opponent's spell to gain a boost of energy. You gain the [quickened](rules/conditions.md#Quickened) condition until the end of your next turn. You can use the extra action only to [Step](rules/actions/step.md) or [Stride](rules/actions/stride.md). -*Source: RoE p. 60* +*Source: Rage of Elements p. 60* %% #compendium/src/pf2e/roe #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/metal-carapace-roe.md b/compendium/feats/metal-carapace-roe.md index c5e448023..118d7d460 100644 --- a/compendium/feats/metal-carapace-roe.md +++ b/compendium/feats/metal-carapace-roe.md @@ -10,7 +10,7 @@ tags: aliases: ["Metal Carapace"] --- # Metal Carapace [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") metal +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [metal](rules/traits/metal-roe.md "Metal Energy & Element Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") - **Activity** Single Action @@ -20,7 +20,7 @@ When you use this impulse, you can also create a rusty steel shield in a free ha The impulse lasts for 10 minutes, and you can [Dismiss](rules/actions/dismiss.md) this impulse. If you use this impulse again, any existing one ends. -The metal is rusted and fragile. If you take damage from a critical hit, the metal shatters and the impulse ends. Level (+3) The shield's Hardness increases by 1, its HP by 4, and its BT by 2. +The metal is rusted and fragile. If you take damage from a critical hit, the metal shatters and the impulse ends. -*Source: RoE p. 30* +*Source: Rage of Elements p. 30* %% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/metal #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/metallic-skin-roe.md b/compendium/feats/metallic-skin-roe.md index 801b30f0b..dab416a44 100644 --- a/compendium/feats/metallic-skin-roe.md +++ b/compendium/feats/metallic-skin-roe.md @@ -16,5 +16,5 @@ aliases: ["Metallic Skin"] Duration 1 minute You fortify your natural resistances with elemental metal, covering your skin with thick metal. You gain a +2 status bonus to AC and resistance 10 to physical damage (except adamantine), but you take a –10-foot penalty to Speed. If you take fire damage while this ability is active, until the end of your next turn, you deal an additional `2d6` fire damage with all your unarmed melee Strikes. -*Source: RoE p. 53* +*Source: Rage of Elements p. 53* %% #compendium/src/pf2e/roe #trait/concentrate #trait/primal #trait/talos %% \ No newline at end of file diff --git a/compendium/feats/moldersoul-roe.md b/compendium/feats/moldersoul-roe.md index 25008d1e4..1cfd611c0 100644 --- a/compendium/feats/moldersoul-roe.md +++ b/compendium/feats/moldersoul-roe.md @@ -24,5 +24,5 @@ title: **Decompose** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Acti %% ``` -*Source: RoE p. 48* +*Source: Rage of Elements p. 48* %% #compendium/src/pf2e/roe #trait/ardande #trait/lineage %% \ No newline at end of file diff --git a/compendium/feats/molten-wire-roe.md b/compendium/feats/molten-wire-roe.md index 9099544cf..884206196 100644 --- a/compendium/feats/molten-wire-roe.md +++ b/compendium/feats/molten-wire-roe.md @@ -12,7 +12,7 @@ tags: aliases: ["Molten Wire"] --- # Molten Wire [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[composite](rules/traits/composite-roe.md "Composite Action & Ability Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") metal +[composite](rules/traits/composite-roe.md "Composite Action & Ability Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [metal](rules/traits/metal-roe.md "Metal Energy & Element Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") - **Activity** Two-Action @@ -20,7 +20,5 @@ Spinning molten iron through a vortex of fire, you trap your foe in searing wire It is [clumsy](rules/conditions.md#Clumsy) and takes `2d4` fire damage at the start of each of its turns, with a basic Reflex save. The wire's [Escape](rules/actions/escape.md) DC is your class DC. The wire has AC 10 and 75 HP. The impulse ends if the creature Escapes or the wire is destroyed. -Level (+4) The slashing damage increases by `1d6`, the fire damage increases by `1d4`, and the wire's HP increases by 25. - -*Source: RoE p. 37* +*Source: Rage of Elements p. 37* %% #compendium/src/pf2e/roe #trait/composite #trait/fire #trait/impulse #trait/kineticist #trait/metal #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/natural-magnetism-roe.md b/compendium/feats/natural-magnetism-roe.md index b53e4cca6..cdad01adf 100644 --- a/compendium/feats/natural-magnetism-roe.md +++ b/compendium/feats/natural-magnetism-roe.md @@ -14,5 +14,5 @@ Your connection with elemental iron grants you a natural field of weak magnetic **Special.** If you chose the gildedsoul lineage, you can replace one of the above spells with enthrall. -*Source: RoE p. 53* +*Source: Rage of Elements p. 53* %% #compendium/src/pf2e/roe #trait/talos %% \ No newline at end of file diff --git a/compendium/feats/nourishing-gate-roe.md b/compendium/feats/nourishing-gate-roe.md index 9eb78d7b9..68278979c 100644 --- a/compendium/feats/nourishing-gate-roe.md +++ b/compendium/feats/nourishing-gate-roe.md @@ -12,5 +12,5 @@ aliases: ["Nourishing Gate"] You can sustain yourself on a single drop of elemental dew or the slightest spark from the Plane of Fire. You gain a +2 status bonus to saving throws against poisons, sleep, and effects that would make you [paralyzed](rules/conditions.md#Paralyzed). You don't need to breathe, eat, or sleep, though you must still take a full night's rest every 24 hours to be able to make your daily preparations. During this time, you remain awake and alert, but you must spend the time meditating or attuning to your kinetic gate rather than engaging in other complex activities. Each kineticist attunes in their own individual way. -*Source: RoE p. 23* +*Source: Rage of Elements p. 23* %% #compendium/src/pf2e/roe #trait/kineticist %% \ No newline at end of file diff --git a/compendium/feats/oceans-balm-roe.md b/compendium/feats/oceans-balm-roe.md index f5a84f047..5805049f8 100644 --- a/compendium/feats/oceans-balm-roe.md +++ b/compendium/feats/oceans-balm-roe.md @@ -17,7 +17,7 @@ aliases: ["Ocean's Balm"] - **Activity** Single Action -A blessing of the living sea salves wounds and douses flames. Touch a willing living creature. It regains `1d8` Hit Points and gains resistance 2 to fire for 1 minute. If it has [persistent fire damage](rules/conditions.md#Persistent%20Damage), it can attempt a flat check to remove it with especially appropriate help. The target is temporarily immune to healing from Ocean's Balm for 10 minutes. Level (+2) The healing increases by `1d8`, and the resistance increases by 1. +A blessing of the living sea salves wounds and douses flames. Touch a willing living creature. It regains `1d8` Hit Points and gains resistance 2 to fire for 1 minute. If it has [persistent fire damage](rules/conditions.md#Persistent%20Damage), it can attempt a flat check to remove it with especially appropriate help. The target is temporarily immune to healing from Ocean's Balm for 10 minutes. -*Source: RoE p. 32* +*Source: Rage of Elements p. 32* %% #compendium/src/pf2e/roe #trait/healing #trait/impulse #trait/kineticist #trait/manipulate #trait/primal #trait/vitality #trait/water %% \ No newline at end of file diff --git a/compendium/feats/omnikinesis-roe.md b/compendium/feats/omnikinesis-roe.md index 8f61738bf..1e97bd68a 100644 --- a/compendium/feats/omnikinesis-roe.md +++ b/compendium/feats/omnikinesis-roe.md @@ -14,5 +14,5 @@ aliases: ["Omnikinesis"] You can realign your kinetic gate with a thought. Replace one of your impulse feats using the same process as reflow elements. You can replace only one, even if you have double reflow. -*Source: RoE p. 23* +*Source: Rage of Elements p. 23* %% #compendium/src/pf2e/roe #trait/kineticist %% \ No newline at end of file diff --git a/compendium/feats/orchards-endurance-roe.md b/compendium/feats/orchards-endurance-roe.md index c62ecd2b3..ecc708f2e 100644 --- a/compendium/feats/orchards-endurance-roe.md +++ b/compendium/feats/orchards-endurance-roe.md @@ -12,13 +12,11 @@ tags: aliases: ["Orchard's Endurance"] --- # Orchard's Endurance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [stance](rules/traits/stance.md "Stance Combat Trait") wood +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [stance](rules/traits/stance.md "Stance Combat Trait") [wood](rules/traits/wood-roe.md "Wood Energy & Element Trait") - **Activity** Single Action Patches of bark appear on the skin of you and your nearby allies. You and your allies in your kinetic aura gain resistance 5 to bludgeoning and piercing damage. In addition, you and your affected allies roll flat checks to recover from [persistent damage](rules/conditions.md#Persistent%20Damage) twice and take the higher result; this is a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect. -Level (+4) The resistance increases by 2. - -*Source: RoE p. 35* +*Source: Rage of Elements p. 35* %% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/plant #trait/primal #trait/stance #trait/wood %% \ No newline at end of file diff --git a/compendium/feats/plate-in-treasure-roe.md b/compendium/feats/plate-in-treasure-roe.md index 624a4861d..c911bc11d 100644 --- a/compendium/feats/plate-in-treasure-roe.md +++ b/compendium/feats/plate-in-treasure-roe.md @@ -10,11 +10,11 @@ tags: aliases: ["Plate in Treasure"] --- # Plate in Treasure [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") metal +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [metal](rules/traits/metal-roe.md "Metal Energy & Element Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") - **Activity** Single Action Precious metal flows from your fingers to plate an object. This has the effects of a clad in metal spell (page 142) with a rank equal to half your level rounded up. While you're wearing or holding an item of light Bulk or greater that's Plated in Treasure, any metal created by one of your impulses is plated with the metal. If you use Plate in Treasure again, any previous one ends. -*Source: RoE p. 30* +*Source: Rage of Elements p. 30* %% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/metal #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/precious-alloys-roe.md b/compendium/feats/precious-alloys-roe.md index 07d06d455..512692ff7 100644 --- a/compendium/feats/precious-alloys-roe.md +++ b/compendium/feats/precious-alloys-roe.md @@ -14,5 +14,5 @@ Choose cold iron or silver. Your melee unarmed attacks have the special properti **Special.** You can take this ancestry feat multiple times, choosing a different metal each time. -*Source: RoE p. 53* +*Source: Rage of Elements p. 53* %% #compendium/src/pf2e/roe #trait/talos %% \ No newline at end of file diff --git a/compendium/feats/purify-element-roe.md b/compendium/feats/purify-element-roe.md index 5925029f4..25786303a 100644 --- a/compendium/feats/purify-element-roe.md +++ b/compendium/feats/purify-element-roe.md @@ -15,5 +15,5 @@ aliases: ["Purify Element"] You turn an element into its purest form. Choose one of your kinetic elements and target up to 1 cubic foot of that element within 30 feet. (One cubic foot of liquid is roughly 8 gallons.) You remove toxins and pollutants from the element as well as anything intruding into the element, such as plant roots in soil. This can't change the grade of a material, alter the form of a manufactured object, or change the structural integrity of the element. If the purification would remove an alchemical or magical pollutant (such as a poison or curse), Purify Element attempts to counteract that impurity, using your class DC — 10 for the counteract check. If it fails to counteract a particular impurity, any further attempt you make to counteract that impurity with Purify Element fails as well. -*Source: RoE p. 22* +*Source: Rage of Elements p. 22* %% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/quah-bond-locg.md b/compendium/feats/quah-bond-locg.md index b9eb22848..5f010383f 100644 --- a/compendium/feats/quah-bond-locg.md +++ b/compendium/feats/quah-bond-locg.md @@ -14,13 +14,13 @@ aliases: ["Quah Bond"] You grew up among the Shoanti tribes, with the spirits watching over you, and they offer you guidance. You gain the trained proficiency rank in the skill listed for your quah (or another skill of your choice, if you're already trained in that skill). You gain the [Assurance](compendium/feats/assurance.md) skill feat in that skill, as the spirits' help guides your actions. -- **Lyrune-Quah** [Religion](compendium/skills.md#Religion) -- **Shadde-Quah** [Athletics](compendium/skills.md#Athletics) -- **Shriikirri-Quah** [Nature](compendium/skills.md#Nature) -- **Shundar-Quah** [Diplomacy](compendium/skills.md#Diplomacy) -- **Sklar-Quah** [Intimidation](compendium/skills.md#Intimidation) -- **Skoan-Quah** [Medicine](compendium/skills.md#Medicine) -- **Tamiir-Quah** [Acrobatics](compendium/skills.md#Acrobatics) +- **Lyrune-Quah.** [Religion](compendium/skills.md#Religion) +- **Shadde-Quah.** [Athletics](compendium/skills.md#Athletics) +- **Shriikirri-Quah.** [Nature](compendium/skills.md#Nature) +- **Shundar-Quah.** [Diplomacy](compendium/skills.md#Diplomacy) +- **Sklar-Quah.** [Intimidation](compendium/skills.md#Intimidation) +- **Skoan-Quah.** [Medicine](compendium/skills.md#Medicine) +- **Tamiir-Quah.** [Acrobatics](compendium/skills.md#Acrobatics) *Source: Lost Omens: Character Guide p. 12* %% #compendium/src/pf2e/locg #trait/human #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/quicksoul-roe.md b/compendium/feats/quicksoul-roe.md index f21b2935c..4d226d68d 100644 --- a/compendium/feats/quicksoul-roe.md +++ b/compendium/feats/quicksoul-roe.md @@ -27,5 +27,5 @@ title: **Toxic Touch** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Act %% ``` -*Source: RoE p. 52* +*Source: Rage of Elements p. 52* %% #compendium/src/pf2e/roe #trait/lineage #trait/talos %% \ No newline at end of file diff --git a/compendium/feats/rain-of-razors-roe.md b/compendium/feats/rain-of-razors-roe.md index 52066fc7a..082d0bc3e 100644 --- a/compendium/feats/rain-of-razors-roe.md +++ b/compendium/feats/rain-of-razors-roe.md @@ -11,13 +11,11 @@ tags: aliases: ["Rain of Razors"] --- # Rain of Razors [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 12* -[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") metal +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [metal](rules/traits/metal-roe.md "Metal Energy & Element Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") - **Activity** Three-Action Razor-sharp slivers of metal fall from the sky. Each creature in a 20-foot burst within 60 feet takes `9d6` slashing damage with a basic Reflex save against your class DC. The razors embed in all surfaces in the area, making them hazardous terrain for 1 minute. A creature that moves through this hazardous terrain takes 3 slashing damage for every square of the area it moves into. -Level (+2) The initial damage increases by `1d6` and the hazardous terrain damage increases by 1. - -*Source: RoE p. 31* +*Source: Rage of Elements p. 31* %% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/metal #trait/overflow #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/rain-of-rust-roe.md b/compendium/feats/rain-of-rust-roe.md index 57dcf91c2..35723ddbe 100644 --- a/compendium/feats/rain-of-rust-roe.md +++ b/compendium/feats/rain-of-rust-roe.md @@ -12,11 +12,11 @@ tags: aliases: ["Rain of Rust"] --- # Rain of Rust [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 4* -[composite](rules/traits/composite-roe.md "Composite Action & Ability Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [water](rules/traits/water.md "Water Energy & Element Trait") metal +[composite](rules/traits/composite-roe.md "Composite Action & Ability Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [metal](rules/traits/metal-roe.md "Metal Energy & Element Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [water](rules/traits/water.md "Water Energy & Element Trait") - **Activity** Three-Action -You conjure a red raincloud in a 10-foot burst within 60 feet, which pours rust-colored rain directly below it. Any creature in the rain with the metal trait, that is made of metal, or is wearing metal armor is covered in corrosive build-up. Any such creature is [clumsy](rules/conditions.md#Clumsy) as long as it remains in the area. If such a creature is in the rain at the start of its turn, it takes `3d6` damage with a basic Fortitude save against your class DC, plus `1d6` [persistent damage](rules/conditions.md#Persistent%20Damage) if it fails. Damage from this impulse ignores Hardness. Level (+2) The initial damage increases by `1d6`. +You conjure a red raincloud in a 10-foot burst within 60 feet, which pours rust-colored rain directly below it. Any creature in the rain with the metal trait, that is made of metal, or is wearing metal armor is covered in corrosive build-up. Any such creature is [clumsy](rules/conditions.md#Clumsy) as long as it remains in the area. If such a creature is in the rain at the start of its turn, it takes `3d6` damage with a basic Fortitude save against your class DC, plus `1d6` [persistent damage](rules/conditions.md#Persistent%20Damage) if it fails. Damage from this impulse ignores Hardness. -*Source: RoE p. 36* +*Source: Rage of Elements p. 36* %% #compendium/src/pf2e/roe #trait/composite #trait/impulse #trait/kineticist #trait/metal #trait/primal #trait/water %% \ No newline at end of file diff --git a/compendium/feats/rapid-reattunement-roe.md b/compendium/feats/rapid-reattunement-roe.md index 101cf68a8..4eb7552ab 100644 --- a/compendium/feats/rapid-reattunement-roe.md +++ b/compendium/feats/rapid-reattunement-roe.md @@ -15,5 +15,5 @@ aliases: ["Rapid Reattunement"] You spend 10 minutes realigning your elemental connections in an elemental trance. Replace one of your impulse feats using the same process as reflow elements. If you have double reflow, you can replace two impulse feats instead of one. -*Source: RoE p. 23* +*Source: Rage of Elements p. 23* %% #compendium/src/pf2e/roe #trait/concentrate #trait/exploration #trait/kineticist %% \ No newline at end of file diff --git a/compendium/feats/rattle-the-earth-roe.md b/compendium/feats/rattle-the-earth-roe.md index 7ac1dbc2f..cd29ea313 100644 --- a/compendium/feats/rattle-the-earth-roe.md +++ b/compendium/feats/rattle-the-earth-roe.md @@ -17,9 +17,5 @@ aliases: ["Rattle the Earth"] Striking the ground with the gravity of the deepest rocks, you cause an earthquake. This has the effects of earthquake but comes from you, with an area of a 60-foot cone or an emanation with the same size as your kinetic aura. You and your space are unaffected by the quake. The fissures are only 10 feet deep, and the DC of the flat check for a collapse is 4 higher. -Level (16th) Fissures are 20 feet deep, and the DC of the flat check is 2 higher. - -Level (20th) The fissures and flat check are unchanged from the spell. - -*Source: RoE p. 27* +*Source: Rage of Elements p. 27* %% #compendium/src/pf2e/roe #trait/earth #trait/impulse #trait/kineticist #trait/overflow #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/ravel-of-thorns-roe.md b/compendium/feats/ravel-of-thorns-roe.md index afb70494b..6bc74b33b 100644 --- a/compendium/feats/ravel-of-thorns-roe.md +++ b/compendium/feats/ravel-of-thorns-roe.md @@ -12,13 +12,13 @@ tags: aliases: ["Ravel of Thorns"] --- # Ravel of Thorns [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [stance](rules/traits/stance.md "Stance Combat Trait") wood +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [stance](rules/traits/stance.md "Stance Combat Trait") [wood](rules/traits/wood-roe.md "Wood Energy & Element Trait") - **Activity** Single Action Thorny vines grow in geometric patterns on surfaces in your kinetic aura. A creature that starts its turn in the thorns takes a –10-foot circumstance penalty to its Speeds until it leaves the area. The thorns are hazardous terrain. A creature takes 2 piercing damage each time it moves into one of these squares. -If any square the thorns grow on is water or soil, double the hazardous terrain damage for all thorns. If you move, the thorns disappear; new thorns grow at the end of your turn. Level (+4) The damage increases by 1. +If any square the thorns grow on is water or soil, double the hazardous terrain damage for all thorns. If you move, the thorns disappear; new thorns grow at the end of your turn. -*Source: RoE p. 34* +*Source: Rage of Elements p. 34* %% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/plant #trait/primal #trait/stance #trait/wood %% \ No newline at end of file diff --git a/compendium/feats/read-the-roots-roe.md b/compendium/feats/read-the-roots-roe.md index e3de86d86..8da5511a1 100644 --- a/compendium/feats/read-the-roots-roe.md +++ b/compendium/feats/read-the-roots-roe.md @@ -10,12 +10,12 @@ tags: aliases: ["Read the Roots"] --- # Read the Roots [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 5* -[primal](rules/traits/primal.md "Primal Tradition Trait") [scrying](rules/traits/scrying.md "Scrying Effect Trait") ardande wood +[primal](rules/traits/primal.md "Primal Tradition Trait") [scrying](rules/traits/scrying.md "Scrying Effect Trait") [wood](rules/traits/wood-roe.md "Wood Energy & Element Trait") ardande - **Requirements**: You are standing on the ground, and there are plants rooted in the ground within 100 feet of you. - **Activity** Two-Action The root systems of trees are a far-reaching network of information, and you know how to access them and extract their secrets. You [Seek](rules/actions/seek.md) within 30 feet using tremorsense, an imprecise sense, instead of one of your own senses. You can also detect subjects touching or burrowing through the surface you are standing on in this way. -*Source: RoE p. 48* +*Source: Rage of Elements p. 48* %% #compendium/src/pf2e/roe #trait/ardande #trait/primal #trait/scrying #trait/wood %% \ No newline at end of file diff --git a/compendium/feats/rebirth-in-living-stone-roe.md b/compendium/feats/rebirth-in-living-stone-roe.md index 58f24c12c..3708c33b8 100644 --- a/compendium/feats/rebirth-in-living-stone-roe.md +++ b/compendium/feats/rebirth-in-living-stone-roe.md @@ -22,7 +22,5 @@ You gain 40 temporary Hit Points. You're immune to critical hits and precision d These benefits last until the end of your next turn, but you can Sustain them up to 1 minute. After you gain temporary Hit Points from this impulse, you can't do so again for 10 minutes. -Level (20th) You gain 50 temporary Hit Points. - -*Source: RoE p. 27* +*Source: Rage of Elements p. 27* %% #compendium/src/pf2e/roe #trait/earth #trait/impulse #trait/kineticist #trait/polymorph #trait/primal #trait/stance %% \ No newline at end of file diff --git a/compendium/feats/redirect-elements-roe.md b/compendium/feats/redirect-elements-roe.md index 0b131e91a..d86513ec2 100644 --- a/compendium/feats/redirect-elements-roe.md +++ b/compendium/feats/redirect-elements-roe.md @@ -15,5 +15,5 @@ aliases: ["Redirect Elements"] You seize the elemental essence of an incoming spell and redirect the spell to a creature of your choice within the spell's area. The attacker rerolls the spell's attack roll against the new target. -*Source: RoE p. 60* +*Source: Rage of Elements p. 60* %% #compendium/src/pf2e/roe #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/reflective-defense-roe.md b/compendium/feats/reflective-defense-roe.md index 59a349587..3244935d8 100644 --- a/compendium/feats/reflective-defense-roe.md +++ b/compendium/feats/reflective-defense-roe.md @@ -17,5 +17,5 @@ aliases: ["Reflective Defense"] Your body's natural luster has been polished to a gleaming shine. You use this to reflect light back into your enemy's eyes, disrupting its aim and focus; it must succeed at a Reflex save against your class DC or be [dazzled](rules/conditions.md#Dazzled) until the end of your next turn. -*Source: RoE p. 52* +*Source: Rage of Elements p. 52* %% #compendium/src/pf2e/roe #trait/light #trait/talos %% \ No newline at end of file diff --git a/compendium/feats/retch-rust-roe.md b/compendium/feats/retch-rust-roe.md index 0a4e7cdd4..ac69d8928 100644 --- a/compendium/feats/retch-rust-roe.md +++ b/compendium/feats/retch-rust-roe.md @@ -11,7 +11,7 @@ tags: aliases: ["Retch Rust"] --- # Retch Rust [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") metal +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [metal](rules/traits/metal-roe.md "Metal Energy & Element Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") - **Activity** Two-Action @@ -19,5 +19,5 @@ You exhale tendrils formed from flakes of rusted metal. All creatures in a 30-fo Heightened (+2) The cloud's slashing damage increases by `1d10` and the [persistent damage](rules/conditions.md#Persistent%20Damage) increases by `1d4`. -*Source: RoE p. 31* +*Source: Rage of Elements p. 31* %% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/metal #trait/overflow #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/return-to-the-sea-roe.md b/compendium/feats/return-to-the-sea-roe.md index 87441f333..1af2cbc60 100644 --- a/compendium/feats/return-to-the-sea-roe.md +++ b/compendium/feats/return-to-the-sea-roe.md @@ -17,7 +17,5 @@ aliases: ["Return to the Sea"] You adapt a creature to living and moving in water. Target a willing creature within 30 feet. For 10 minutes, it gains the effects of a [feet to fins](compendium/spells/feet-to-fins.md) spell, can breathe water, and gets a +1 status bonus to AC and saves against any creature with the amphibious, [aquatic](rules/traits/aquatic-b1.md "Aquatic Creature Trait"), or [water](rules/traits/water.md "Water Energy & Element Trait") trait. In addition, its attacks ignore the effects water normally has on bludgeoning and slashing attacks. If you use Return to the Sea again, any existing one ends. -Level (6th) You can target up to 5 willing creatures. - -*Source: RoE p. 32* +*Source: Rage of Elements p. 32* %% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/morph #trait/primal #trait/water %% \ No newline at end of file diff --git a/compendium/feats/reverberating-spell-roe.md b/compendium/feats/reverberating-spell-roe.md index 7bd43adc8..6fe6c5b7e 100644 --- a/compendium/feats/reverberating-spell-roe.md +++ b/compendium/feats/reverberating-spell-roe.md @@ -9,12 +9,12 @@ tags: aliases: ["Reverberating Spell"] --- # Reverberating Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[archetype](rules/traits/archetype.md "Archetype Feat Trait") [spellshape](rules/traits/spellshape-roe.md "Spellshape General Trait") metal +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [metal](rules/traits/metal-roe.md "Metal Energy & Element Trait") [spellshape](rules/traits/spellshape-roe.md "Spellshape General Trait") - **Prerequisites**: [Elementalist Dedication](compendium/feats/elementalist-dedication-roe.md), metal is in your elemental philosophy - **Activity** Single Action Your spell disorients your targets with a metallic clangor. If the next action you use this turn is to Cast a non-cantrip Spell that deals damage in an area (such as a burst, line, or cone), the spell deals an additional `1d8` sonic damage and all creatures who fail their save against the spell are [deafened](rules/conditions.md#Deafened) for 1 round. Targets who critically fail their saves against this spell are instead [deafened](rules/conditions.md#Deafened) for 1 minute. The spell gains the [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") trait. -*Source: RoE p. 60* +*Source: Rage of Elements p. 60* %% #compendium/src/pf2e/roe #trait/archetype #trait/metal #trait/spellshape %% \ No newline at end of file diff --git a/compendium/feats/ride-the-tsunami-roe.md b/compendium/feats/ride-the-tsunami-roe.md index f07b1d252..c6bdd1b97 100644 --- a/compendium/feats/ride-the-tsunami-roe.md +++ b/compendium/feats/ride-the-tsunami-roe.md @@ -19,5 +19,5 @@ Booming, crashing walls of water, enough to fill a harbor, smash out ahead of yo As the wave crashes down, you can catch it to your destination. After the impulse deals damage, you can [Swim](rules/actions/swim.md) in a straight line to any point in its area before the water disappears. -*Source: RoE p. 33* +*Source: Rage of Elements p. 33* %% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/overflow #trait/primal #trait/water %% \ No newline at end of file diff --git a/compendium/feats/rising-hurricane-roe.md b/compendium/feats/rising-hurricane-roe.md index 68f78525b..f4f153dd6 100644 --- a/compendium/feats/rising-hurricane-roe.md +++ b/compendium/feats/rising-hurricane-roe.md @@ -19,7 +19,5 @@ aliases: ["Rising Hurricane"] A hurricane lifts your enemies into the air before bringing them crashing down in a bloody rain. Your hurricane appears in a cylinder that's 40 feet tall, has a 30-foot diameter, and is within 120 feet. All creatures in the area take `2d6` bludgeoning damage with a basic Fortitude save against your class DC. Lift any creature that fails its save to any height you choose within the area, move it up to 5 feet in any direction, then drop it. It takes falling damage normally unless it has a fly Speed. -Level (+3) The rain damage increases by `1d6`, and the cylinder's height increases by 5 feet. - -*Source: RoE p. 37* +*Source: Rage of Elements p. 37* %% #compendium/src/pf2e/roe #trait/air #trait/composite #trait/impulse #trait/kineticist #trait/overflow #trait/primal #trait/water %% \ No newline at end of file diff --git a/compendium/feats/rock-rampart-roe.md b/compendium/feats/rock-rampart-roe.md index c7f9b72dd..f940fc6f7 100644 --- a/compendium/feats/rock-rampart-roe.md +++ b/compendium/feats/rock-rampart-roe.md @@ -18,7 +18,5 @@ aliases: ["Rock Rampart"] Drawing on your connection to the Plane of Earth, you form a wall of rock and earth. This has the effect of wall of stone, but the wall's maximum length is 40 feet. The wall lasts until the end of your next turn, but you can Sustain it up to 1 minute. -Level (+4) The maximum length of the wall increases by 10 feet, and the Hit Points of each section increase by 5. - -*Source: RoE p. 27* +*Source: Rage of Elements p. 27* %% #compendium/src/pf2e/roe #trait/earth #trait/impulse #trait/kineticist #trait/manipulate #trait/overflow #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/rockslide-spell-roe.md b/compendium/feats/rockslide-spell-roe.md index db0521d8b..895edcd40 100644 --- a/compendium/feats/rockslide-spell-roe.md +++ b/compendium/feats/rockslide-spell-roe.md @@ -16,5 +16,5 @@ aliases: ["Rockslide Spell"] You enhance your spell with elemental earth, causing chunks of stone to litter the ground. If the next action you use is to Cast a non-cantrip Spell that affects an area, a number of 5-foot squares in the area equal to the spell rank become difficult terrain for 1 round. These squares must be on the ground, and the entire area of difficult terrain must be contiguous. The spell gains the [earth](rules/traits/earth.md "Earth Energy & Element Trait") trait. -*Source: RoE p. 60* +*Source: Rage of Elements p. 60* %% #compendium/src/pf2e/roe #trait/archetype #trait/earth #trait/spellshape %% \ No newline at end of file diff --git a/compendium/feats/roiling-mudslide-roe.md b/compendium/feats/roiling-mudslide-roe.md index 4a4403a37..862a447dd 100644 --- a/compendium/feats/roiling-mudslide-roe.md +++ b/compendium/feats/roiling-mudslide-roe.md @@ -18,7 +18,5 @@ aliases: ["Roiling Mudslide"] You form water and earth into a mudslide that smashes your opponents and coats them in mud. Each creature in the area takes `2d8` bludgeoning damage with a basic Fortitude save against your class DC. A creature that fails is also pushed 5 feet (or 10 feet on a critical failure) and coated in mud until the end of its next turn. While coated in mud, the creature falls [prone](rules/conditions.md#Prone) at the end of its movement any time it ends a move action other than a [Crawl](rules/actions/crawl.md) or [Step](rules/actions/step.md). The creature can attempt an [Acrobatics](compendium/skills.md#Acrobatics) check or Reflex save against your class DC, avoiding the fall if it succeeds. -Level (+4) The damage increases by `1d8`. - -*Source: RoE p. 37* +*Source: Rage of Elements p. 37* %% #compendium/src/pf2e/roe #trait/composite #trait/earth #trait/impulse #trait/kineticist #trait/primal #trait/water %% \ No newline at end of file diff --git a/compendium/feats/rouse-the-forests-fury-roe.md b/compendium/feats/rouse-the-forests-fury-roe.md index 53ed4775b..5500560f9 100644 --- a/compendium/feats/rouse-the-forests-fury-roe.md +++ b/compendium/feats/rouse-the-forests-fury-roe.md @@ -12,7 +12,7 @@ tags: aliases: ["Rouse the Forest's Fury"] --- # Rouse the Forest's Fury [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 18* -[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") wood +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [wood](rules/traits/wood-roe.md "Wood Energy & Element Trait") - **Activity** Three-Action @@ -22,7 +22,5 @@ When the trees appear, each makes a [Strike](rules/actions/strike.md); they shar The trees last until the end of your next turn, and you can Sustain the impulse. Each time you Sustain the impulse, you can have one tree make a [Strike](rules/actions/strike.md). -Level (20th) The attack modifier is +32 and the [Strike](rules/actions/strike.md) damage is `5d10+9`. - -*Source: RoE p. 35* +*Source: Rage of Elements p. 35* %% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/overflow #trait/plant #trait/primal #trait/wood %% \ No newline at end of file diff --git a/compendium/feats/safe-elements-roe.md b/compendium/feats/safe-elements-roe.md index 701de9ccb..7e1ee0d3b 100644 --- a/compendium/feats/safe-elements-roe.md +++ b/compendium/feats/safe-elements-roe.md @@ -10,7 +10,19 @@ aliases: ["Safe Elements"] [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") -Elements are wild and dangerous, but you've found ways to reduce their risk. When you [Channel Elements](rules/actions/channel-elements-roe.md) or use a stance impulse that affects your kinetic aura, you can designate a number of creatures up to your Constitution modifier (minimum 1 creature). Choose whether they are immune to the benefits of your kinetic aura or immune to its damage and drawbacks. You don't have to be able to see a creature to designate it, nor does it need to be in your kinetic aura, but you can't designate a creature that's [unnoticed](rules/conditions.md#Unnoticed) by you. In addition, you gain the Pacifying Infusion action. Pacifying Infusion [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") (infusion) If your next action is an impulse, it gains the [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") trait. If it has an area, you can exclude creatures you've designated with Safe Elements from its effects. +Elements are wild and dangerous, but you've found ways to reduce their risk. When you [Channel Elements](rules/actions/channel-elements-roe.md) or use a stance impulse that affects your kinetic aura, you can designate a number of creatures up to your Constitution modifier (minimum 1 creature). Choose whether they are immune to the benefits of your kinetic aura or immune to its damage and drawbacks. You don't have to be able to see a creature to designate it, nor does it need to be in your kinetic aura, but you can't designate a creature that's [unnoticed](rules/conditions.md#Unnoticed) by you. -*Source: RoE p. 22* +In addition, you gain the Pacifying Infusion action. + +```ad-embed-ability +title: **Pacifying Infusion** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([infusion](rules/traits/infusion-roe.md)) + + +If your next action is an impulse, it gains the [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") trait. If it has an area, you can exclude creatures you've designated with Safe Elements from its effects. +%% + #trait/infusion +%% +``` + +*Source: Rage of Elements p. 22* %% #compendium/src/pf2e/roe #trait/kineticist %% \ No newline at end of file diff --git a/compendium/feats/sand-snatcher-roe.md b/compendium/feats/sand-snatcher-roe.md index b22fa62f7..5094eb4cb 100644 --- a/compendium/feats/sand-snatcher-roe.md +++ b/compendium/feats/sand-snatcher-roe.md @@ -16,9 +16,5 @@ aliases: ["Sand Snatcher"] A figure of sand with grasping arms arises in an unoccupied square within 30 feet. You can choose to make it Small or Medium size, and it can flank. When the sand snatcher appears, you can have it attempt to [Grapple](rules/actions/grapple.md) one creature adjacent to it that's no more than one size larger than it. This [Grapple](rules/actions/grapple.md) uses your impulse attack roll instead of an [Athletics](compendium/skills.md#Athletics) check and shares your multiple attack penalty. The sand snatcher lasts until the end of your next turn, and you can Sustain the impulse up to 1 minute. Each time you Sustain the impulse, you can have the sand snatcher either [Grapple](rules/actions/grapple.md) again or [Burrow](rules/actions/burrow.md), [Climb](rules/actions/climb.md), or [Stride](rules/actions/stride.md) up to 20 feet. Attempts to [Escape](rules/actions/escape.md) its grasp use your class DC. -Level (10th) You can also choose Large size. - -Level (14th) You can also choose Large or Huge size. - -*Source: RoE p. 26* +*Source: Rage of Elements p. 26* %% #compendium/src/pf2e/roe #trait/earth #trait/impulse #trait/kineticist #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/sanguivolent-roots-roe.md b/compendium/feats/sanguivolent-roots-roe.md index 1793f5990..96c2b654d 100644 --- a/compendium/feats/sanguivolent-roots-roe.md +++ b/compendium/feats/sanguivolent-roots-roe.md @@ -12,7 +12,7 @@ tags: aliases: ["Sanguivolent Roots"] --- # Sanguivolent Roots [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 8* -[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") wood +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [wood](rules/traits/wood-roe.md "Wood Energy & Element Trait") - **Activity** Three-Action @@ -20,7 +20,5 @@ Blood-drinking vines grow from the ground in a 15-foot burst within 120 feet. Ea The vines last until the end of your next turn, and you can Sustain the impulse. The first time you Sustain the impulse on subsequent turns, you can repeat the effect. -Level (+2) The damage increases by `1d6`. - -*Source: RoE p. 35* +*Source: Rage of Elements p. 35* %% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/overflow #trait/plant #trait/primal #trait/wood %% \ No newline at end of file diff --git a/compendium/feats/scorching-column-roe.md b/compendium/feats/scorching-column-roe.md index 6bec7b59a..68d46b3e2 100644 --- a/compendium/feats/scorching-column-roe.md +++ b/compendium/feats/scorching-column-roe.md @@ -17,7 +17,7 @@ aliases: ["Scorching Column"] With an upward gesture, you shape a vertical column of extreme heat. The cylinder is 10 feet in diameter and 30 feet high, and the bottom must be within 60 feet of you. Each creature in the area takes `1d6` fire damage with a basic Reflex save against your class DC. -The flame remains briefly, making all squares in the column hazardous terrain until the end of your next turn, and you can Sustain the impulse up to 1 minute. A creature takes 1 fire damage each time it moves into one of these squares. Level (+3) The initial damage increases by `1d6`, and the hazardous terrain damage increases by 2. +The flame remains briefly, making all squares in the column hazardous terrain until the end of your next turn, and you can Sustain the impulse up to 1 minute. A creature takes 1 fire damage each time it moves into one of these squares. -*Source: RoE p. 28* +*Source: Rage of Elements p. 28* %% #compendium/src/pf2e/roe #trait/fire #trait/impulse #trait/kineticist #trait/overflow #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/scrap-barricade-roe.md b/compendium/feats/scrap-barricade-roe.md index 2b28c346d..d188d376f 100644 --- a/compendium/feats/scrap-barricade-roe.md +++ b/compendium/feats/scrap-barricade-roe.md @@ -12,13 +12,11 @@ tags: aliases: ["Scrap Barricade"] --- # Scrap Barricade [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 6* -[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") metal +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [metal](rules/traits/metal-roe.md "Metal Energy & Element Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") - **Activity** Three-Action Ragged pieces of metal weld together into a ramshackle structure. The barricade is up to 30 feet long, 15 feet high, and 1/2 inch thick. It must form in a straight line in an unbroken open space that doesn't pass through any creatures or objects, or the impulse fails. Each 10-foot-by-10-foot section of the wall has AC 10, Hardness 10, and 20 Hit Points, and it's immune to critical hits and precision damage. If any section is destroyed, the entire wall collapses, and each creature adjacent to the wall takes `2d8` slashing damage with a basic Reflex save against your class DC. The wall lasts until the end of your next turn, but you can Sustain it up to 1 minute. -Level (+2) The maximum length of the wall increases by 10 feet, the HP of each section increases by 10, and the damage when it's destroyed increases by `1d8`. - -*Source: RoE p. 30* +*Source: Rage of Elements p. 30* %% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/manipulate #trait/metal #trait/overflow #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/sea-glass-guardians-roe.md b/compendium/feats/sea-glass-guardians-roe.md index b7731b40c..36fe99395 100644 --- a/compendium/feats/sea-glass-guardians-roe.md +++ b/compendium/feats/sea-glass-guardians-roe.md @@ -19,7 +19,5 @@ Eerily beautiful elemental water beings race around you, eager to protect and he If any creature affected is critically hit or critically fails at a saving throw against an attack, effect from an enemy, or hazard and remains above 0 HP, the guardians reach out to heal that creature. The creature regains `4d8+8` Hit Points, and the impulse ends. If the creature is in water, the healing dice are d10s instead of d8s. -Level (+3) The healing increases by `1d8+4`. - -*Source: RoE p. 33* +*Source: Rage of Elements p. 33* %% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/primal #trait/stance #trait/water %% \ No newline at end of file diff --git a/compendium/feats/shard-strike-roe.md b/compendium/feats/shard-strike-roe.md index 8509e1f52..ac6006fe3 100644 --- a/compendium/feats/shard-strike-roe.md +++ b/compendium/feats/shard-strike-roe.md @@ -10,13 +10,11 @@ tags: aliases: ["Shard Strike"] --- # Shard Strike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 1* -[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") metal +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [metal](rules/traits/metal-roe.md "Metal Energy & Element Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") - **Activity** Two-Action Jagged metal shards form in the air and lash out from you. You choose shards or spines, which changes the area, damage type, and critical failure effect. Each creature in the area attempts a basic Reflex save against your class DC. Shards deal `1d6` slashing damage in a 15-foot cone, and a creature that critically fails takes `1d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). Spines deal `1d6` piercing damage in a 30-foot line, and a creature that critically fails is [clumsy](rules/conditions.md#Clumsy) until the start of your next turn. -Level (+2) The damage increases by `1d6`. - -*Source: RoE p. 30* +*Source: Rage of Elements p. 30* %% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/metal #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/shattershields-roe.md b/compendium/feats/shattershields-roe.md index 263a72b95..56aa1ab8e 100644 --- a/compendium/feats/shattershields-roe.md +++ b/compendium/feats/shattershields-roe.md @@ -11,13 +11,11 @@ tags: aliases: ["Shattershields"] --- # Shattershields [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [stance](rules/traits/stance.md "Stance Combat Trait") metal +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [metal](rules/traits/metal-roe.md "Metal Energy & Element Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [stance](rules/traits/stance.md "Stance Combat Trait") - **Activity** Single Action Four plates of pitted metal float around you to intercept attacks. You and allies in your kinetic aura gain a +1 circumstance bonus to AC. When any creature with this bonus would take damage from a physical attack, one of the plates reduces the damage by its Hardness of 5. If the damage exceeds the Hardness, that plate is destroyed. You can replenish all destroyed plates as a single action that has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. -Level (+2) The Hardness increases by 1. - -*Source: RoE p. 31* +*Source: Rage of Elements p. 31* %% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/metal #trait/primal #trait/stance %% \ No newline at end of file diff --git a/compendium/feats/solar-detonation-roe.md b/compendium/feats/solar-detonation-roe.md index 0093072e8..aa5d0a86b 100644 --- a/compendium/feats/solar-detonation-roe.md +++ b/compendium/feats/solar-detonation-roe.md @@ -25,7 +25,7 @@ Each creature that attempts a save becomes temporarily immune to being [dazzled] > - **Critical Success** The creature is unaffected. > - **Success** The creature takes half damage and is [dazzled](rules/conditions.md#Dazzled) until the start of your next turn. > - **Failure** The creature takes full damage and is [blinded](rules/conditions.md#Blinded) until the start of your next turn. -> - **Critical Failure** The creature takes double damage and is [blinded](rules/conditions.md#Blinded) for 1 minute. Level (+2) Increase the fire damage by `1d6` and the vitality damage by `1d6`. +> - **Critical Failure** The creature takes double damage and is [blinded](rules/conditions.md#Blinded) for 1 minute. -*Source: RoE p. 29* +*Source: Rage of Elements p. 29* %% #compendium/src/pf2e/roe #trait/fire #trait/impulse #trait/incapacitation #trait/kineticist #trait/overflow #trait/primal #trait/vitality %% \ No newline at end of file diff --git a/compendium/feats/spike-skin-roe.md b/compendium/feats/spike-skin-roe.md index ac7de250a..a8908f2bc 100644 --- a/compendium/feats/spike-skin-roe.md +++ b/compendium/feats/spike-skin-roe.md @@ -16,7 +16,7 @@ aliases: ["Spike Skin"] You touch a willing creature, causing its skin to harden and form spiky protrusions. The target gains resistance 4 to all physical damage (except adamantine). Whenever a creature damages the target with an unarmed attack or non-reach melee weapon, the attacking creature takes 2 piercing damage. -This impulse lasts for 10 minutes, but each time the target takes physical damage, the duration decreases by 1 minute. The target is temporarily immune to this impulse for 1 hour. If you use Spike Skin again, any previous one ends. Level (+2) The resistance and damage each increase by 2. +This impulse lasts for 10 minutes, but each time the target takes physical damage, the duration decreases by 1 minute. The target is temporarily immune to this impulse for 1 hour. If you use Spike Skin again, any previous one ends. -*Source: RoE p. 27* +*Source: Rage of Elements p. 27* %% #compendium/src/pf2e/roe #trait/earth #trait/impulse #trait/kineticist #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/springsoul-roe.md b/compendium/feats/springsoul-roe.md index 470b04d54..89c302dbf 100644 --- a/compendium/feats/springsoul-roe.md +++ b/compendium/feats/springsoul-roe.md @@ -13,5 +13,5 @@ aliases: ["Springsoul"] Your connection to elemental wood manifests as fresh blossoms, spring fruits, and the seeds of new life, and you harness this power to spread vitality and abundance. You can cast the tangle vine cantrip as an innate primal or arcane spell at will. A cantrip is heightened to a spell rank equal to half your level rounded up. -*Source: RoE p. 48* +*Source: Rage of Elements p. 48* %% #compendium/src/pf2e/roe #trait/ardande #trait/lineage %% \ No newline at end of file diff --git a/compendium/feats/steam-knight-roe.md b/compendium/feats/steam-knight-roe.md index 049d59736..adf530629 100644 --- a/compendium/feats/steam-knight-roe.md +++ b/compendium/feats/steam-knight-roe.md @@ -23,7 +23,5 @@ You shape your kinetic aura into swirling armor of steam that scalds your enemie - When you [Leap](rules/actions/leap.md), you can jump up to your Speed. You don't immediately fall at the end of a jump, provided you [Leap](rules/actions/leap.md) again with your next action. If you [Leap](rules/actions/leap.md) over a creature and come within 10 feet, that creature takes `2d6` fire damage with a basic Reflex save against your class DC. - At the start of each of your turns, you can emit steam as a free action. It deals `2d6` fire damage to each creature in your kinetic aura with a basic Reflex save against your class DC. A creature that fails is also pushed 5 feet. -Level (+5) The fire damage from a jump or blast of steam increases by `1d6`. - -*Source: RoE p. 37* +*Source: Rage of Elements p. 37* %% #compendium/src/pf2e/roe #trait/composite #trait/fire #trait/impulse #trait/kineticist #trait/primal #trait/stance #trait/water %% \ No newline at end of file diff --git a/compendium/feats/stepping-stones-roe.md b/compendium/feats/stepping-stones-roe.md index d10278676..47afddf28 100644 --- a/compendium/feats/stepping-stones-roe.md +++ b/compendium/feats/stepping-stones-roe.md @@ -17,5 +17,5 @@ aliases: ["Stepping Stones"] Disks of rock fly to points that you designate to make a new path. You can set them horizontally to make a path across the ground or atop a liquid, or anchor them into a vertical surface to make steps. The path can be up to 20 feet (4 squares) long, and steps can extend up to 10 feet up the side of the surface. All squares must be contiguous and within 60 feet of you. Moving across the path lets a creature ignore difficult terrain and hazardous terrain from the ground beneath it. The disks last until the end of your next turn, but you can Sustain the impulse. -*Source: RoE p. 26* +*Source: Rage of Elements p. 26* %% #compendium/src/pf2e/roe #trait/earth #trait/impulse #trait/kineticist #trait/manipulate #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/storm-spiral-roe.md b/compendium/feats/storm-spiral-roe.md index 4da9cc9ca..d7a72be6d 100644 --- a/compendium/feats/storm-spiral-roe.md +++ b/compendium/feats/storm-spiral-roe.md @@ -19,5 +19,5 @@ aliases: ["Storm Spiral"] Dark thunderclouds swirl in a miniature storm, crisscrossed with lightning bolts; a tremendous thunderclap fills the air. The storm appears in a 20-foot burst within 60 feet. Each creature in the area takes `3d12` electricity damage and `1d10` sonic damage, with a basic Reflex save against your class DC. A creature that fails its save is [deafened](rules/conditions.md#Deafened) until the end of its next turn (or for 1 minute on a critical failure). A creature wearing metal armor or made of metal takes a –1 circumstance penalty to its save. -*Source: RoE p. 25* +*Source: Rage of Elements p. 25* %% #compendium/src/pf2e/roe #trait/air #trait/electricity #trait/impulse #trait/kineticist #trait/overflow #trait/primal #trait/sonic %% \ No newline at end of file diff --git a/compendium/feats/summon-metal-elemental-roe.md b/compendium/feats/summon-metal-elemental-roe.md index f07bcfeb5..ef20f9fdc 100644 --- a/compendium/feats/summon-metal-elemental-roe.md +++ b/compendium/feats/summon-metal-elemental-roe.md @@ -12,5 +12,5 @@ talos You can summon an elemental ally. Once per day, you can cast [summon elemental](compendium/spells/summon-elemental.md) as a 5th-rank primal innate spell, but the elemental summoned must be a metal elemental. -*Source: RoE p. 53* +*Source: Rage of Elements p. 53* %% #compendium/src/pf2e/roe #trait/talos %% \ No newline at end of file diff --git a/compendium/feats/summon-wood-elemental-roe.md b/compendium/feats/summon-wood-elemental-roe.md index 8466a00c0..ec70b67d9 100644 --- a/compendium/feats/summon-wood-elemental-roe.md +++ b/compendium/feats/summon-wood-elemental-roe.md @@ -12,5 +12,5 @@ ardande Your connection to the Plane of Wood allows you to summon elemental allies. Once per day, you can cast [summon elemental](compendium/spells/summon-elemental.md) as a 5th-rank primal innate spell, but the elemental must be a wood elemental. -*Source: RoE p. 49* +*Source: Rage of Elements p. 49* %% #compendium/src/pf2e/roe #trait/ardande %% \ No newline at end of file diff --git a/compendium/feats/sunlit-vitality-roe.md b/compendium/feats/sunlit-vitality-roe.md index 7eea370ef..0fb1dcf0a 100644 --- a/compendium/feats/sunlit-vitality-roe.md +++ b/compendium/feats/sunlit-vitality-roe.md @@ -14,5 +14,5 @@ You gain nourishment through photosynthesis, like trees and other green plants. You typically don't need to pay for food, though you begin to starve if you go without sunlight for 1 week. You can derive nourishment from specially formulated bottles of sunlight instead of natural sunlight, but these bottles cost 10 times as much as standard rations (4 gp per week). -*Source: RoE p. 48* +*Source: Rage of Elements p. 48* %% #compendium/src/pf2e/roe #trait/ardande %% \ No newline at end of file diff --git a/compendium/feats/swim-through-earth-roe.md b/compendium/feats/swim-through-earth-roe.md index c665d8436..bb0f06341 100644 --- a/compendium/feats/swim-through-earth-roe.md +++ b/compendium/feats/swim-through-earth-roe.md @@ -16,7 +16,5 @@ aliases: ["Swim Through Earth"] The earth parts before you, letting you swim through it. You gain a burrow Speed equal to your land Speed and can immediately [Burrow](rules/actions/burrow.md) once. You don't gain the ability to breathe while in the earth, so you must hold your breath. The impulse ends at the end of your next turn, but you can Sustain it up to 1 minute. If you're inside the earth when the impulse ends, you immediately return to the surface directly above you, fall [prone](rules/conditions.md#Prone) when you reach the surface, and are [slowed](rules/conditions.md#Slowed) until the end of your next turn. -Level (14th) You can burrow through rock and similar dense earthen matter, leaving no tunnels or signs of your passing. - -*Source: RoE p. 27* +*Source: Rage of Elements p. 27* %% #compendium/src/pf2e/roe #trait/earth #trait/impulse #trait/kineticist #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/the-shattered-mountain-weeps-roe.md b/compendium/feats/the-shattered-mountain-weeps-roe.md index 1e79c636d..3c60de193 100644 --- a/compendium/feats/the-shattered-mountain-weeps-roe.md +++ b/compendium/feats/the-shattered-mountain-weeps-roe.md @@ -17,7 +17,5 @@ aliases: ["The Shattered Mountain Weeps"] A massive sphere of rock explodes, unleashing a cataclysm of falling debris and deadly shrapnel. Its destruction falls in a 20-foot burst within 120 feet. Creatures in the area take `9d10` bludgeoning damage with a basic Fortitude save against your class DC. Those who fail are knocked [prone](rules/conditions.md#Prone). For the next minute, rocks continue to fall, making the area difficult terrain and dealing `3d10` bludgeoning damage to any creature that ends its turn in the area. If you use this impulse again, any previous one ends. -Level (20th) The initial damage is `10d10`, and the area damage is `4d10`. - -*Source: RoE p. 27* +*Source: Rage of Elements p. 27* %% #compendium/src/pf2e/roe #trait/earth #trait/impulse #trait/kineticist #trait/overflow #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/thermal-nimbus-roe.md b/compendium/feats/thermal-nimbus-roe.md index 5816e6f91..cb7bbe619 100644 --- a/compendium/feats/thermal-nimbus-roe.md +++ b/compendium/feats/thermal-nimbus-roe.md @@ -19,5 +19,5 @@ You direct waves of warmth into or out of your kinetic gate to drastically shift Elemental resistance from a gate junction is cumulative with resistance from Thermal Nimbus. -*Source: RoE p. 28* +*Source: Rage of Elements p. 28* %% #compendium/src/pf2e/roe #trait/fire #trait/impulse #trait/kineticist #trait/primal #trait/stance %% \ No newline at end of file diff --git a/compendium/feats/through-the-gate-roe.md b/compendium/feats/through-the-gate-roe.md index 04e737851..040dac229 100644 --- a/compendium/feats/through-the-gate-roe.md +++ b/compendium/feats/through-the-gate-roe.md @@ -13,5 +13,5 @@ aliases: ["Through the Gate"] You gain a 1st- or 2nd-level kineticist feat of your choice. Your options include impulse feats for your kinetic element, as normal for a kineticist. -*Source: RoE p. 57* +*Source: Rage of Elements p. 57* %% #compendium/src/pf2e/roe #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/tidal-hands-roe.md b/compendium/feats/tidal-hands-roe.md index c896af798..c3c28ab11 100644 --- a/compendium/feats/tidal-hands-roe.md +++ b/compendium/feats/tidal-hands-roe.md @@ -17,7 +17,5 @@ aliases: ["Tidal Hands"] With an emphatic gesture, you create waves that rush out from you in the shape of your hands. You either form two 15-foot cones that don't overlap or you combine the hands into one 30-foot cone. Each creature in a wave takes `1d8` bludgeoning damage with a basic Reflex save against your class DC. If a creature critically fails, you also push that creature 5 feet. -Level (+2) The damage increases by `1d8`. - -*Source: RoE p. 32* +*Source: Rage of Elements p. 32* %% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/overflow #trait/primal #trait/water %% \ No newline at end of file diff --git a/compendium/feats/timber-sentinel-roe.md b/compendium/feats/timber-sentinel-roe.md index 49c0ae864..2b5d810db 100644 --- a/compendium/feats/timber-sentinel-roe.md +++ b/compendium/feats/timber-sentinel-roe.md @@ -11,11 +11,11 @@ tags: aliases: ["Timber Sentinel"] --- # Timber Sentinel [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 1* -[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") wood +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [wood](rules/traits/wood-roe.md "Wood Energy & Element Trait") - **Activity** Two-Action A slim, symmetrical tree travels from the Plane of Wood. You conjure a tree within 30 feet, as a protector tree SoM spell of a rank equal to half your level rounded up. If you use this impulse again, any previous one ends, and an ordinary tree remains. -*Source: RoE p. 34* +*Source: Rage of Elements p. 34* %% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/plant #trait/primal #trait/wood %% \ No newline at end of file diff --git a/compendium/feats/torrent-in-the-blood-roe.md b/compendium/feats/torrent-in-the-blood-roe.md index 10e817cef..6bb25d9b8 100644 --- a/compendium/feats/torrent-in-the-blood-roe.md +++ b/compendium/feats/torrent-in-the-blood-roe.md @@ -18,7 +18,7 @@ aliases: ["Torrent in the Blood"] - **Activity** Two-Action -A healing wave splashes across creatures in a 30-foot cone, its cleansing water driving afflictions from the body. Each creature in the area regains `3d8` Hit Points and can attempt a new save against one poison or disease affliction affecting it; on a failed save, the condition doesn't worsen. Each creature that benefited from this impulse becomes temporarily immune to Torrent in the Blood for 10 minutes. Level (+2) The healing increases by `1d8`. +A healing wave splashes across creatures in a 30-foot cone, its cleansing water driving afflictions from the body. Each creature in the area regains `3d8` Hit Points and can attempt a new save against one poison or disease affliction affecting it; on a failed save, the condition doesn't worsen. Each creature that benefited from this impulse becomes temporarily immune to Torrent in the Blood for 10 minutes. -*Source: RoE p. 32* +*Source: Rage of Elements p. 32* %% #compendium/src/pf2e/roe #trait/healing #trait/impulse #trait/kineticist #trait/manipulate #trait/overflow #trait/primal #trait/vitality #trait/water %% \ No newline at end of file diff --git a/compendium/feats/tree-of-duality-roe.md b/compendium/feats/tree-of-duality-roe.md index 4fe105d86..fdb4afd7e 100644 --- a/compendium/feats/tree-of-duality-roe.md +++ b/compendium/feats/tree-of-duality-roe.md @@ -12,14 +12,14 @@ tags: aliases: ["Tree of Duality"] --- # Tree of Duality [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 6* -[air](rules/traits/air.md "Air Energy & Element Trait") [composite](rules/traits/composite-roe.md "Composite Action & Ability Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") wood +[air](rules/traits/air.md "Air Energy & Element Trait") [composite](rules/traits/composite-roe.md "Composite Action & Ability Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [wood](rules/traits/wood-roe.md "Wood Energy & Element Trait") - **Activity** Three-Action An ephemeral tree bursts forth, floating on air in an unoccupied square of your choice within 60 feet. Blooming flowers and fungal growths shed pollen and spores, which a swirling gust of air spreads in a 10-foot emanation around it. The tree lasts until the end of your next turn, and you can Sustain it up to 1 minute. -- Cleansing Pollen (healing, vitality) Each living ally that's in the area or enters it regains `3d4` HP and is then temporarily immune to regaining HP from Tree of Duality for 10 minutes. -- Hallucinogenic Spores (mental) Enemies in the area are [dazzled](rules/conditions.md#Dazzled). An enemy that leaves the area remains [dazzled](rules/conditions.md#Dazzled) until the start of its next turn. Level (+2) The healing increases by `1d4`. +- Cleansing Pollen ([healing](rules/traits/healing.md "Healing Effect Trait"), vitality) Each living ally that's in the area or enters it regains `3d4` HP and is then temporarily immune to regaining HP from Tree of Duality for 10 minutes. +- Hallucinogenic Spores ([mental](rules/traits/mental.md "Mental Effect Trait")) Enemies in the area are [dazzled](rules/conditions.md#Dazzled). An enemy that leaves the area remains [dazzled](rules/conditions.md#Dazzled) until the start of its next turn. -*Source: RoE p. 37* +*Source: Rage of Elements p. 37* %% #compendium/src/pf2e/roe #trait/air #trait/composite #trait/impulse #trait/kineticist #trait/primal #trait/wood %% \ No newline at end of file diff --git a/compendium/feats/treespeech-roe.md b/compendium/feats/treespeech-roe.md index c4fcf13a6..b7f5444e0 100644 --- a/compendium/feats/treespeech-roe.md +++ b/compendium/feats/treespeech-roe.md @@ -13,5 +13,5 @@ ardande Your connection to elemental wood allows you to communicate with trees in the Universe in Muan, the language of wood elementals. You can ask questions of, receive answers from, and use the [Diplomacy](compendium/skills.md#Diplomacy) skill with woody plants like trees and shrubs. -*Source: RoE p. 49* +*Source: Rage of Elements p. 49* %% #compendium/src/pf2e/roe #trait/ardande %% \ No newline at end of file diff --git a/compendium/feats/tremor-roe.md b/compendium/feats/tremor-roe.md index d645d98f6..c76b7bfd1 100644 --- a/compendium/feats/tremor-roe.md +++ b/compendium/feats/tremor-roe.md @@ -17,5 +17,5 @@ aliases: ["Tremor"] You unleash a small, localized tremor in a 10-foot burst within 30 feet. Each creature in the area takes `1d8` bludgeoning damage with a basic Fortitude save against your class DC. A creature that critically fails is knocked [prone](rules/conditions.md#Prone). Earth and stone in the area is difficult terrain until the start of your next turn. -*Source: RoE p. 26* +*Source: Rage of Elements p. 26* %% #compendium/src/pf2e/roe #trait/earth #trait/impulse #trait/kineticist #trait/overflow #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/tumbling-lumber-roe.md b/compendium/feats/tumbling-lumber-roe.md index 5d6397c8b..4c432a5a1 100644 --- a/compendium/feats/tumbling-lumber-roe.md +++ b/compendium/feats/tumbling-lumber-roe.md @@ -10,7 +10,7 @@ tags: aliases: ["Tumbling Lumber"] --- # Tumbling Lumber [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") wood +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [wood](rules/traits/wood-roe.md "Wood Energy & Element Trait") - **Activity** Two-Action @@ -20,7 +20,7 @@ A slew of logs eject from the Plane of Wood and slam into your enemies. They rol > - **Critical Success** The creature is unaffected. > - **Success** The creature takes half damage. > - **Failure** The creature takes full damage and is pushed out of the line in the most direct path available. -> - **Critical Failure** The creature takes double damage and is knocked [prone](rules/conditions.md#Prone). Level (+3) The damage increases by `1d8`. +> - **Critical Failure** The creature takes double damage and is knocked [prone](rules/conditions.md#Prone). -*Source: RoE p. 34* +*Source: Rage of Elements p. 34* %% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/primal #trait/wood %% \ No newline at end of file diff --git a/compendium/feats/turn-the-wheel-of-seasons-roe.md b/compendium/feats/turn-the-wheel-of-seasons-roe.md index 1166e3c46..b950b3b5a 100644 --- a/compendium/feats/turn-the-wheel-of-seasons-roe.md +++ b/compendium/feats/turn-the-wheel-of-seasons-roe.md @@ -11,17 +11,16 @@ tags: aliases: ["Turn the Wheel of Seasons"] --- # Turn the Wheel of Seasons [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 18* -[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") wood +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [wood](rules/traits/wood-roe.md "Wood Energy & Element Trait") - **Activity** Three-Action -The seasons shift rapidly. This impulse affects a cube 100 feet in each dimension within 1,000 feet. Choose the starting season. The impulse lasts for 4 rounds, proceeding to the next season at the start of each of your turns. You can't use this impulse again until the previous one ends. Spring Each ally in the cube gains 20 temporary HP that last until the start of your next turn. Any [dying](rules/conditions.md#Dying) ally rolls a recovery check, but can't get worse than a success. +The seasons shift rapidly. This impulse affects a cube 100 feet in each dimension within 1,000 feet. Choose the starting season. The impulse lasts for 4 rounds, proceeding to the next season at the start of each of your turns. You can't use this impulse again until the previous one ends. -Summer (light) Each enemy in the area is exposed to sunlight and must attempt a Reflex save against your class DC. It's unaffected on a critical success, dazed until the start of your next turn on a success, or [blinded](rules/conditions.md#Blinded) until the start of your next turn on a failure. +- **Spring.** Each ally in the cube gains 20 temporary HP that last until the start of your next turn. Any [dying](rules/conditions.md#Dying) ally rolls a recovery check, but can't get worse than a success. +- **Summer.** ([light](rules/traits/light.md "Light Effect Trait")) Each enemy in the area is exposed to sunlight and must attempt a Reflex save against your class DC. It's unaffected on a critical success, [dazzled](rules/conditions.md#Dazzled) until the start of your next turn on a success, or [blinded](rules/conditions.md#Blinded) until the start of your next turn on a failure. +- **Autumn.** Leaves and rain make everything in the area [concealed](rules/conditions.md#Concealed) until the start of your next turn, and a cold wind makes each enemy in the area [slowed](rules/conditions.md#Slowed) until the start of your next turn unless it succeeds at a Fortitude save against your class DC. +- **Winter.** Each enemy in the aura takes `5d6` cold damage with a basic Reflex save against your class DC. A creature that fails its save also takes `2d6` [persistent cold damage](rules/conditions.md#Persistent%20Damage). -Autumn Leaves and rain make everything in the area [concealed](rules/conditions.md#Concealed) until the start of your next turn, and a cold wind makes each enemy in the area [slowed](rules/conditions.md#Slowed) until the start of your next turn unless it succeeds at a Fortitude save against your class DC. - -Winter Each enemy in the aura takes `5d6` cold damage with a basic Reflex save against your class DC. A creature that fails its save also takes `2d6` [persistent cold damage](rules/conditions.md#Persistent%20Damage). - -*Source: RoE p. 35* +*Source: Rage of Elements p. 35* %% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/overflow #trait/primal #trait/wood %% \ No newline at end of file diff --git a/compendium/feats/two-element-infusion-roe.md b/compendium/feats/two-element-infusion-roe.md index d30f7fc56..8c12c807f 100644 --- a/compendium/feats/two-element-infusion-roe.md +++ b/compendium/feats/two-element-infusion-roe.md @@ -15,5 +15,5 @@ aliases: ["Two-Element Infusion"] Slamming one element into another, you combine their strengths. If the next action you use is an [Elemental Blast](rules/actions/elemental-blast-roe.md), choose two of your kinetic elements instead of one. The blast gains the traits of both elements and uses the highest range and damage die among the two elements. Half the blast's damage is the damage type of one element, and the other half is the damage type of the other element. If the total damage is an odd number, you choose which element deals the higher damage. Determine the damage amounts before altering the amount due to halving, doubling, resistances, weaknesses, and other calculations. If either element can deal more than one type of damage, you can still choose which damage type to use. You gain any added effects of both elements, such as their critical blast junction effects. -*Source: RoE p. 22* +*Source: Rage of Elements p. 22* %% #compendium/src/pf2e/roe #trait/infusion #trait/kineticist %% \ No newline at end of file diff --git a/compendium/feats/usurp-the-lunar-reins-roe.md b/compendium/feats/usurp-the-lunar-reins-roe.md index 663e149ff..abfa45283 100644 --- a/compendium/feats/usurp-the-lunar-reins-roe.md +++ b/compendium/feats/usurp-the-lunar-reins-roe.md @@ -22,5 +22,5 @@ The moon has always been connected to the tides, and now you can grasp that conn - Modulate With a wave of your hand, you create or smooth ripples, making all bodies of water in the area either calm or turbulent. Making it calm turns difficult terrain or greater difficult terrain to calm water, and making it turbulent turns calm water into difficult terrain. - Slow By exercising your rightful control over all water, each creature with the [water](rules/traits/water.md "Water Energy & Element Trait") trait in the area must succeed at a Fortitude save against your class DC or be [slowed](rules/conditions.md#Slowed) (or [slowed](rules/conditions.md#Slowed) on a critical failure). Flood and control are permanent and non-magical. Modulate and slow last until the end of your next turn, but you can Sustain the impulse to continue them. -*Source: RoE p. 33* +*Source: Rage of Elements p. 33* %% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/overflow #trait/primal #trait/water %% \ No newline at end of file diff --git a/compendium/feats/versatile-blasts-roe.md b/compendium/feats/versatile-blasts-roe.md index 9a11370e9..822516c14 100644 --- a/compendium/feats/versatile-blasts-roe.md +++ b/compendium/feats/versatile-blasts-roe.md @@ -12,5 +12,5 @@ aliases: ["Versatile Blasts"] Accessing a wider realm of elemental manifestations, you can make blasts with rare forms of your elements. Add the following damage types to those you can choose for Elemental Blasts of that element: air cold, earth poison, fire cold, metal electricity, water acid, wood poison. -*Source: RoE p. 21* +*Source: Rage of Elements p. 21* %% #compendium/src/pf2e/roe #trait/kineticist %% \ No newline at end of file diff --git a/compendium/feats/voice-of-elements-roe.md b/compendium/feats/voice-of-elements-roe.md index 9ec386a92..d1ebbada0 100644 --- a/compendium/feats/voice-of-elements-roe.md +++ b/compendium/feats/voice-of-elements-roe.md @@ -16,5 +16,5 @@ You can speak with the secret tones of elements you channel, finding words in th - You can communicate with mindless elementals on a basic level if they have a trait that matches one of your kinetic elements or are made of one of those elements. This allows you to use [Diplomacy](compendium/skills.md#Diplomacy) to [Make an Impression](rules/actions/make-an-impression.md) on them and to make very simple Requests. - You gain a +2 circumstance bonus to Charisma-based skill checks you attempt against elementals of one of your kinetic elements. -*Source: RoE p. 21* +*Source: Rage of Elements p. 21* %% #compendium/src/pf2e/roe #trait/kineticist %% \ No newline at end of file diff --git a/compendium/feats/volcanic-escape-roe.md b/compendium/feats/volcanic-escape-roe.md index 2327e406f..6511194c5 100644 --- a/compendium/feats/volcanic-escape-roe.md +++ b/compendium/feats/volcanic-escape-roe.md @@ -18,7 +18,5 @@ aliases: ["Volcanic Escape"] Lava reflexively explodes underneath you and the creature that hurt you. The triggering enemy takes `1d6` fire damage with a basic Reflex save against your class DC. You [Leap](rules/actions/leap.md) up to half your Speed in any direction; this movement doesn't trigger reactions. -Level (+4) The damage increases by `1d6`. - -*Source: RoE p. 28* +*Source: Rage of Elements p. 28* %% #compendium/src/pf2e/roe #trait/fire #trait/impulse #trait/kineticist #trait/overflow #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/walk-through-the-conflagration-roe.md b/compendium/feats/walk-through-the-conflagration-roe.md index 8a978f41c..1cbd15461 100644 --- a/compendium/feats/walk-through-the-conflagration-roe.md +++ b/compendium/feats/walk-through-the-conflagration-roe.md @@ -20,7 +20,5 @@ You fall through your own kinetic gate, leaving behind an effigy of flame and re You instantly transport yourself, and any items you're wearing and holding, from your current space to a clear space within 120 feet you can observe that's adjacent to an open flame or a creature taking [persistent fire damage](rules/conditions.md#Persistent%20Damage). If this would bring another creature with you—even if you're carrying it in an extradimensional container—the action fails. A whorl of fire surrounds you in a 5-foot emanation either before you depart or after you arrive. Each creature in the area takes `4d6` fire damage with a basic Reflex save against your class DC. -Level (+3) The fire damage increases by `1d6`. - -*Source: RoE p. 29* +*Source: Rage of Elements p. 29* %% #compendium/src/pf2e/roe #trait/fire #trait/impulse #trait/kineticist #trait/overflow #trait/primal #trait/teleportation %% \ No newline at end of file diff --git a/compendium/feats/water-step-roe.md b/compendium/feats/water-step-roe.md index 4542d8d1a..c2963d747 100644 --- a/compendium/feats/water-step-roe.md +++ b/compendium/feats/water-step-roe.md @@ -13,5 +13,5 @@ aliases: ["Water Step"] You can [Stride](rules/actions/stride.md) across liquid and surfaces normally wouldn't support your weight. This benefit lasts only during your movement. If you end your movement on a surface that can't support you, you fall in or it collapses as normal. -*Source: RoE p. 60* +*Source: Rage of Elements p. 60* %% #compendium/src/pf2e/roe #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/weapon-infusion-roe.md b/compendium/feats/weapon-infusion-roe.md index 21ef3e1cf..5152949ab 100644 --- a/compendium/feats/weapon-infusion-roe.md +++ b/compendium/feats/weapon-infusion-roe.md @@ -18,5 +18,5 @@ With a signature flair, you shape blasts of elemental power into the form of a w **Ranged** Choose one of three options: range increment 100 feet and the [volley <30 feet>](rules/traits/volley-30-feet.md "Volley Weapon Trait") trait, range increment 50 feet and the [propulsive](rules/traits/propulsive.md "Propulsive Weapon Trait") trait, or range increment 20 feet and the [thrown](rules/traits/thrown.md "Thrown Weapon Trait") trait. -*Source: RoE p. 21* +*Source: Rage of Elements p. 21* %% #compendium/src/pf2e/roe #trait/infusion #trait/kineticist %% \ No newline at end of file diff --git a/compendium/feats/weight-of-stone-roe.md b/compendium/feats/weight-of-stone-roe.md index 29b455b55..ed3469b0f 100644 --- a/compendium/feats/weight-of-stone-roe.md +++ b/compendium/feats/weight-of-stone-roe.md @@ -22,8 +22,6 @@ A packed cloud of thundering boulders descends from the sky, beating down everyo > - **Success** The creature takes half damage. > - **Failure** The creature takes full damage and is pushed downward 40 feet without taking falling damage. If it reaches the bottom of the cylinder or the ground, the push ends. If the creature is pushed to the ground, it can't [Fly](rules/actions/fly.md), levitate, or otherwise leave the ground for 1 round. > - **Critical Failure** As failure, but double damage and the distance the creature is pushed is 80 feet. -> -> Level (+2) The damage increases by `1d8`. -*Source: RoE p. 26* +*Source: Rage of Elements p. 26* %% #compendium/src/pf2e/roe #trait/earth #trait/impulse #trait/kineticist #trait/overflow #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/whirling-grindstone-roe.md b/compendium/feats/whirling-grindstone-roe.md index d9c47fe24..ae3f6646c 100644 --- a/compendium/feats/whirling-grindstone-roe.md +++ b/compendium/feats/whirling-grindstone-roe.md @@ -13,7 +13,7 @@ tags: aliases: ["Whirling Grindstone"] --- # Whirling Grindstone [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[attack](rules/traits/attack.md "Attack Combat Trait") [composite](rules/traits/composite-roe.md "Composite Action & Ability Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") metal +[attack](rules/traits/attack.md "Attack Combat Trait") [composite](rules/traits/composite-roe.md "Composite Action & Ability Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [metal](rules/traits/metal-roe.md "Metal Energy & Element Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") - **Activity** Two-Action @@ -21,7 +21,5 @@ A whirling grindstone made of flint appears in an unoccupied square within 30 fe A creature within reach of the grindstone can [Interact](rules/actions/interact.md) with it to sharpen a metal weapon. This grants a +2 circumstance bonus to the next damage roll made with that weapon within 1 minute. -Level (+5) The grindstone's damage increases by `1d6` slashing and `1d6` fire, and the bonus to weapons increases by 1. - -*Source: RoE p. 36* +*Source: Rage of Elements p. 36* %% #compendium/src/pf2e/roe #trait/attack #trait/composite #trait/earth #trait/impulse #trait/kineticist #trait/metal #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/whisper-on-the-wind-roe.md b/compendium/feats/whisper-on-the-wind-roe.md index 97a32f487..1b819a733 100644 --- a/compendium/feats/whisper-on-the-wind-roe.md +++ b/compendium/feats/whisper-on-the-wind-roe.md @@ -21,5 +21,5 @@ You speak in a whisper, a soft wind carrying your words far away. This has the effect of the [message](compendium/spells/message.md) spell with a range of 500 feet, and it can target only a creature surrounded by air. If you start your message with the target's name, you and the target don't need to be able to see each other, nor do you need line of effect. -*Source: RoE p. 24* +*Source: Rage of Elements p. 24* %% #compendium/src/pf2e/roe #trait/air #trait/auditory #trait/illusion #trait/impulse #trait/kineticist #trait/linguistic #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/wiles-on-the-wind-roe.md b/compendium/feats/wiles-on-the-wind-roe.md index ada40c3c1..9e0f2e2b6 100644 --- a/compendium/feats/wiles-on-the-wind-roe.md +++ b/compendium/feats/wiles-on-the-wind-roe.md @@ -25,5 +25,5 @@ You can have any creature within 40 feet of the illusion, or that comes within 4 > - **Failure** The creature is [fascinated](rules/conditions.md#Fascinated) with the source of the sound until the end of its next turn. When the fascination ends, the creature is temporarily immune for 1 hour. > - **Critical Failure** As failure, but the creature is [fascinated](rules/conditions.md#Fascinated) for 1 minute or until it disbelieves. -*Source: RoE p. 25* +*Source: Rage of Elements p. 25* %% #compendium/src/pf2e/roe #trait/air #trait/auditory #trait/illusion #trait/impulse #trait/kineticist #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/wind-tossed-spell-roe.md b/compendium/feats/wind-tossed-spell-roe.md index 3820e77d3..5f2aba0fb 100644 --- a/compendium/feats/wind-tossed-spell-roe.md +++ b/compendium/feats/wind-tossed-spell-roe.md @@ -17,5 +17,5 @@ aliases: ["Wind-Tossed Spell"] You enhance your spell with elemental air, using the wind to find your target and carry your magic around cover. If the next action you use is to [Cast a Spell](rules/actions/cast-a-spell.md) that requires a spell attack roll, you ignore the target's [concealed](rules/conditions.md#Concealed) condition and any cover they have from you. The spell gains the [air](rules/traits/air.md "Air Energy & Element Trait") trait. -*Source: RoE p. 60* +*Source: Rage of Elements p. 60* %% #compendium/src/pf2e/roe #trait/air #trait/archetype #trait/concentrate #trait/spellshape %% \ No newline at end of file diff --git a/compendium/feats/winter-sleet-roe.md b/compendium/feats/winter-sleet-roe.md index c455fe51a..09bdaa0b3 100644 --- a/compendium/feats/winter-sleet-roe.md +++ b/compendium/feats/winter-sleet-roe.md @@ -20,5 +20,5 @@ Bone-chilling, swirling sleet surrounds you, cruel as deepest winter. Surfaces i If a creature on the ice is critically hit by one of your water impulses or critically fails at a save against one, that creature is [slowed](rules/conditions.md#Slowed) until the end of its next turn. -*Source: RoE p. 32* +*Source: Rage of Elements p. 32* %% #compendium/src/pf2e/roe #trait/cold #trait/impulse #trait/kineticist #trait/primal #trait/stance #trait/water %% \ No newline at end of file diff --git a/compendium/feats/winters-clutch-roe.md b/compendium/feats/winters-clutch-roe.md index b3d28939f..2a9bd8387 100644 --- a/compendium/feats/winters-clutch-roe.md +++ b/compendium/feats/winters-clutch-roe.md @@ -19,7 +19,5 @@ Gleaming flakes of chilling snow fall in a 10-foot burst within 60 feet. Each cr Each square of the drift lasts until it melts, either naturally or until fire damage is dealt in that square. -Level (+2) The damage increases by `1d4`. - -*Source: RoE p. 32* +*Source: Rage of Elements p. 32* %% #compendium/src/pf2e/roe #trait/cold #trait/impulse #trait/kineticist #trait/primal #trait/water %% \ No newline at end of file diff --git a/compendium/feats/witchwood-seed-roe.md b/compendium/feats/witchwood-seed-roe.md index e396fabed..7012439bd 100644 --- a/compendium/feats/witchwood-seed-roe.md +++ b/compendium/feats/witchwood-seed-roe.md @@ -13,7 +13,7 @@ tags: aliases: ["Witchwood Seed"] --- # Witchwood Seed [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* -[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") wood +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [wood](rules/traits/wood-roe.md "Wood Energy & Element Trait") - **Activity** Two-Action @@ -24,8 +24,6 @@ You touch a creature to implant a malignant seed in its body. The creature takes > - **Success** The creature takes half damage and takes a –10-foot status penalty to all its Speeds until the end of its next turn. > - **Failure** The target takes full damage and is [clumsy](rules/conditions.md#Clumsy) and [immobilized](rules/conditions.md#Immobilized) until the end of its next turn. > - **Critical Failure** The target takes double damage and is [clumsy](rules/conditions.md#Clumsy) and [immobilized](rules/conditions.md#Immobilized). It attempts a new save at the end of each of its turns, ending the effect if it succeeds. -> -> Level (+4) The damage increases by `1d10`. -*Source: RoE p. 35* +*Source: Rage of Elements p. 35* %% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/overflow #trait/plant #trait/polymorph #trait/primal #trait/wood %% \ No newline at end of file diff --git a/compendium/feats/wood-ward-roe.md b/compendium/feats/wood-ward-roe.md index 13d174f00..fb17d4af9 100644 --- a/compendium/feats/wood-ward-roe.md +++ b/compendium/feats/wood-ward-roe.md @@ -11,7 +11,7 @@ tags: aliases: ["Wood Ward"] --- # Wood Ward [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 17* -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") ardande wood +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [wood](rules/traits/wood-roe.md "Wood Energy & Element Trait") ardande - **Frequency**: once per hour - **Trigger** A creature targets you with an attack. @@ -19,5 +19,5 @@ aliases: ["Wood Ward"] With a sweep of your hand, vines and roots burst from the ground along the edge of your space between you and the attacker, creating a natural lattice of wood that grants standard cover. The circumstance bonus from the cover applies to your AC when you're determining the outcome of the triggering attack. If the triggering attack still hits and deals physical damage to you, the ward reduces the damage by 30 and is immediately destroyed. If the attack misses, the ward instead persists for 3 rounds before withering back into the earth. Creatures can cross the ward, but it's difficult terrain. -*Source: RoE p. 49* +*Source: Rage of Elements p. 49* %% #compendium/src/pf2e/roe #trait/ardande #trait/concentrate #trait/plant #trait/primal #trait/wood %% \ No newline at end of file diff --git a/compendium/feats/wooden-mantle-roe.md b/compendium/feats/wooden-mantle-roe.md index 9bd91a1c8..0f4db85de 100644 --- a/compendium/feats/wooden-mantle-roe.md +++ b/compendium/feats/wooden-mantle-roe.md @@ -12,5 +12,5 @@ ardande Your connection to the magic of the Plane of Wood allows you to call upon the power of plants and trees to protect yourself. You can cast mantle of the unwavering heart (page 197) as a 5th-rank primal innate spell once per day. -*Source: RoE p. 49* +*Source: Rage of Elements p. 49* %% #compendium/src/pf2e/roe #trait/ardande %% \ No newline at end of file diff --git a/compendium/feats/wooden-palisade-roe.md b/compendium/feats/wooden-palisade-roe.md index ae71ba2b7..4efef0a23 100644 --- a/compendium/feats/wooden-palisade-roe.md +++ b/compendium/feats/wooden-palisade-roe.md @@ -12,7 +12,7 @@ tags: aliases: ["Wooden Palisade"] --- # Wooden Palisade [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 6* -[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") wood +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [wood](rules/traits/wood-roe.md "Wood Energy & Element Trait") - **Activity** Three-Action @@ -20,7 +20,5 @@ Planks of wood, embellished with carvings, spring forth to form a wall. The pali Each 10-foot-by-10-foot section of the wall has AC 10, Hardness 10, and 20 Hit Points, and is immune to critical hits and precision damage. The wall lasts until the end of your next turn, but you can Sustain it up to 1 minute. -Level (+2) The maximum length of the wall increases by 10 feet, and the HP of each section increase by 10. - -*Source: RoE p. 34* +*Source: Rage of Elements p. 34* %% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/manipulate #trait/overflow #trait/primal #trait/wood %% \ No newline at end of file diff --git a/compendium/feats/woodworker-roe.md b/compendium/feats/woodworker-roe.md index ba3021928..5dad899f4 100644 --- a/compendium/feats/woodworker-roe.md +++ b/compendium/feats/woodworker-roe.md @@ -12,5 +12,5 @@ ardande Denizens of the Plane of Wood take immense pride in the magnificent works of art they can craft from wood, and practicing your own woodcraft helps you feel a connection with your planar heritage. You gain the trained proficiency rank in [Crafting](compendium/skills.md#Crafting). If you would automatically become trained in [Crafting](compendium/skills.md#Crafting) (from your background or class, for example), you instead become trained in a skill of your choice. You gain the [Specialty Crafting](compendium/feats/specialty-crafting.md) skill feat for woodworking. -*Source: RoE p. 48* +*Source: Rage of Elements p. 48* %% #compendium/src/pf2e/roe #trait/ardande %% \ No newline at end of file diff --git a/compendium/gm/hazards/dragon-pillar-aoa2.md b/compendium/gm/hazards/dragon-pillar-aoa2.md index 1b7b8d716..3e5a37d00 100644 --- a/compendium/gm/hazards/dragon-pillar-aoa2.md +++ b/compendium/gm/hazards/dragon-pillar-aoa2.md @@ -43,29 +43,29 @@ title: Routine ```ad-inline-attack title: Ranged [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Eye Beam (20) ([divine](rules/traits/divine.md "Divine Tradition Trait"), [evocation](rules/traits/evocation.md "Evocation School Trait"), range <120 feet>) **Effects** The target is subjected to an effect determined by the pillar's color and summarized below. On a critical hit, the target's save result is one degree worse. -- **Black Eye Beam (area A5)** ([incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait")) DC 24 Fortitude save. +- **Black Eye Beam (area A5).** ([incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait")) DC 24 Fortitude save. > [!success-degree] > - **Critical Success** The target is unaffected. > - **Success** The target is [blinded](rules/conditions.md#Blinded) for 1 round. > - **Failure** The target is [blinded](rules/conditions.md#Blinded) for 1 hour. > - **Critical Failure** The target is [blinded](rules/conditions.md#Blinded) for 24 hours. -- **Blue Eye Beam (area A7)** ([incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait")) DC 24 Fortitude save. +- **Blue Eye Beam (area A7).** ([incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait")) DC 24 Fortitude save. > [!success-degree] > - **Critical Success** The target is unaffected. > - **Success** The target is [petrified](rules/conditions.md#Petrified) for 1 round. > - **Failure** The target is [petrified](rules/conditions.md#Petrified) for 1 hour. > - **Critical Failure** The target is [petrified](rules/conditions.md#Petrified) permanently. -- **Green Eye Beam (area A8)** ([poison](rules/traits/poison.md "Poison Effect Trait")) `6d6` poison damage (DC 24 basic Reflex save). -- **Indigo Eye Beam (area A9)** ([incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait")) DC 24 Will save. +- **Green Eye Beam (area A8).** ([poison](rules/traits/poison.md "Poison Effect Trait")) `6d6` poison damage (DC 24 basic Reflex save). +- **Indigo Eye Beam (area A9).** ([incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait")) DC 24 Will save. > [!success-degree] > - **Critical Success** The target is unaffected. > - **Success** The target is [slowed](rules/conditions.md#Slowed) for 1 round. > - **Failure** The target is [confused](rules/conditions.md#Confused) for 1 hour. > - **Critical Failure** The target is controlled by the dragon pillar and remains within 60 feet of it at all times, defending the dragon pillar from all non-Cinderclaws. While a target is controlled, it is treated as a Cinderclaw ally by the dragon pillar. The dragon pillar can control up to 3 targets at a time; any targets in excess who critically fail this saving throw are instead confused for `1d4+1` rounds. A controlled creature can attempt a new Will save once every 24 hours to escape control, but doing so automatically causes the dragon pillar to attack it with a new eye beam to attempt to re-establish control. The control ends if the pillar is destroyed. -- **Yellow Eye Beam (area A12)** ([electricity](rules/traits/electricity.md "Electricity Energy & Element Trait")) `6d6` electricity damage (DC 24 basic Reflex save). -- **Orange Eye Beam (area A15)** ([acid](rules/traits/acid.md "Acid Energy & Element Trait")) `6d6` acid damage (DC 24 basic Reflex save). -- **Red Eye Beam (area A16)** ([fire](rules/traits/fire.md "Fire Energy & Element Trait")) `6d6` fire damage (DC 24 basic Reflex save). -- **Violet Eye Beam (area A9)** ([incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait")) DC 24 Will save. +- **Yellow Eye Beam (area A12).** ([electricity](rules/traits/electricity.md "Electricity Energy & Element Trait")) `6d6` electricity damage (DC 24 basic Reflex save). +- **Orange Eye Beam (area A15).** ([acid](rules/traits/acid.md "Acid Energy & Element Trait")) `6d6` acid damage (DC 24 basic Reflex save). +- **Red Eye Beam (area A16).** ([fire](rules/traits/fire.md "Fire Energy & Element Trait")) `6d6` fire damage (DC 24 basic Reflex save). +- **Violet Eye Beam (area A9).** ([incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait")) DC 24 Will save. > [!success-degree] > - **Critical Success** The target is unaffected. > - **Success** The target is [stunned](rules/conditions.md#Stunned). diff --git a/compendium/spells/chromatic-armor-som.md b/compendium/spells/chromatic-armor-som.md index 12606c0eb..808a5c480 100644 --- a/compendium/spells/chromatic-armor-som.md +++ b/compendium/spells/chromatic-armor-som.md @@ -25,14 +25,14 @@ When you cast the spell, roll `1d8` twice on the table below to see the armor's Each color grants resistance 5 to the indicated damage type. If you spend three actions to [Cast the Spell](rules/actions/cast-a-spell.md), roll three times instead. -- **1. Red** fire -- **2. Orange** acid -- **3. Yellow** electricity -- **4. Green** poison -- **5. Blue** sonic -- **6. Indigo** mental -- **7. Violet** force -- **8. Matching Color** The armor becomes the color matching the type of damage the target took most recently in the past minute. If it didn't take any of those seven types of damage or the armor is already that color, roll again, rerolling any results of 8. +- **1. Red.** fire +- **2. Orange.** acid +- **3. Yellow.** electricity +- **4. Green.** poison +- **5. Blue.** sonic +- **6. Indigo.** mental +- **7. Violet.** force +- **8. Matching Color.** The armor becomes the color matching the type of damage the target took most recently in the past minute. If it didn't take any of those seven types of damage or the armor is already that color, roll again, rerolling any results of 8. **Heightened (+ 3)** The resistance is increased by 5. diff --git a/compendium/spells/chromatic-image-som.md b/compendium/spells/chromatic-image-som.md index 1a230d1e0..4955ec9f3 100644 --- a/compendium/spells/chromatic-image-som.md +++ b/compendium/spells/chromatic-image-som.md @@ -18,9 +18,9 @@ aliases: ["Chromatic Image"] You call forth three illusory images of yourself, and each of the four of you takes on a different color, your colors all shifting each time someone attacks you. This has the effects of mirror image, except that whenever a foe destroys one of the images, roll `1d4` to see which color the image was when it was destroyed. The attacker takes the corresponding effect. -- **1. Red** 5 fire damage and 5 mental damage. -- **2. Orange** 5 acid damage and 5 mental damage. -- **3. Yellow** 5 electricity damage and 5 mental damage. -- **4. Green** 5 poison damage and 5 mental damage, plus it's [frightened](rules/conditions.md#Frightened). +- **1. Red.** 5 fire damage and 5 mental damage. +- **2. Orange.** 5 acid damage and 5 mental damage. +- **3. Yellow.** 5 electricity damage and 5 mental damage. +- **4. Green.** 5 poison damage and 5 mental damage, plus it's [frightened](rules/conditions.md#Frightened). *Source: Secrets of Magic p. 95* \ No newline at end of file diff --git a/compendium/spells/chromatic-ray-som.md b/compendium/spells/chromatic-ray-som.md index 6acf01126..f5db6b9a3 100644 --- a/compendium/spells/chromatic-ray-som.md +++ b/compendium/spells/chromatic-ray-som.md @@ -21,16 +21,16 @@ You send out a ray of colored light streaming toward your enemy, with a [magical Make a spell attack roll. If you hit, roll `1d4` to see which beam you cast. If the ray deals damage, that damage is doubled on a critical hit. Any additional traits that apply to a ray are listed in parentheses just after the name of the color. -- **1. Red** ([fire](rules/traits/fire.md "Fire Energy & Element Trait")) The ray deals 30 fire damage to the target. -- **2. Orange** ([acid](rules/traits/acid.md "Acid Energy & Element Trait")) The ray deals 40 acid damage to the target. -- **3. Yellow** ([electricity](rules/traits/electricity.md "Electricity Energy & Element Trait")) The ray deals 50 electricity damage to the target. -- **4. Green** ([poison](rules/traits/poison.md "Poison Effect Trait")) The ray deals 25 poison damage to the target, and the target must succeed at a Fortitude save or be [enfeebled](rules/conditions.md#Enfeebled) for 1 minute ([enfeebled](rules/conditions.md#Enfeebled) on a critical failure). +- **1. Red.** ([fire](rules/traits/fire.md "Fire Energy & Element Trait")) The ray deals 30 fire damage to the target. +- **2. Orange.** ([acid](rules/traits/acid.md "Acid Energy & Element Trait")) The ray deals 40 acid damage to the target. +- **3. Yellow.** ([electricity](rules/traits/electricity.md "Electricity Energy & Element Trait")) The ray deals 50 electricity damage to the target. +- **4. Green.** ([poison](rules/traits/poison.md "Poison Effect Trait")) The ray deals 25 poison damage to the target, and the target must succeed at a Fortitude save or be [enfeebled](rules/conditions.md#Enfeebled) for 1 minute ([enfeebled](rules/conditions.md#Enfeebled) on a critical failure). **Heightened (6th)** The damage for red, orange, yellow, and green each increase by 10. Roll `1d8` to determine the ray's color, using the results for 1–4 above and the results for 5–8 below. -- **5. Blue** The ray has the effect of the [flesh to stone](compendium/spells/flesh-to-stone.md) spell. On a critical hit, the target is [clumsy](rules/conditions.md#Clumsy) as long as it's [slowed](rules/conditions.md#Slowed) by the flesh to stone effect. -- **6. Indigo** ([emotion](rules/traits/emotion.md "Emotion Effect Trait"), [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait"), [mental](rules/traits/mental.md "Mental Effect Trait")) The ray has the effect of the [confusion](compendium/spells/confusion.md) spell. On a critical hit, it has the effect of [warp mind](compendium/spells/warp-mind.md) instead. -- **7. Violet** The target is [slowed](rules/conditions.md#Slowed) for 1 minute. It must also succeed at a Will save or be teleported 120 feet directly away from you (if there isn't room for it to appear there, it appears in the nearest open space); this is a [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") effect. -- **8. Intense Color** The target is [dazzled](rules/conditions.md#Dazzled) until the end of your next turn, or [blinded](rules/conditions.md#Blinded) if your attack roll was a critical hit. Roll again and add the effects of another color (rerolling results of 8). +- **5. Blue.** The ray has the effect of the [flesh to stone](compendium/spells/flesh-to-stone.md) spell. On a critical hit, the target is [clumsy](rules/conditions.md#Clumsy) as long as it's [slowed](rules/conditions.md#Slowed) by the flesh to stone effect. +- **6. Indigo.** ([emotion](rules/traits/emotion.md "Emotion Effect Trait"), [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait"), [mental](rules/traits/mental.md "Mental Effect Trait")) The ray has the effect of the [confusion](compendium/spells/confusion.md) spell. On a critical hit, it has the effect of [warp mind](compendium/spells/warp-mind.md) instead. +- **7. Violet.** The target is [slowed](rules/conditions.md#Slowed) for 1 minute. It must also succeed at a Will save or be teleported 120 feet directly away from you (if there isn't room for it to appear there, it appears in the nearest open space); this is a [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") effect. +- **8. Intense Color.** The target is [dazzled](rules/conditions.md#Dazzled) until the end of your next turn, or [blinded](rules/conditions.md#Blinded) if your attack roll was a critical hit. Roll again and add the effects of another color (rerolling results of 8). *Source: Secrets of Magic p. 95* \ No newline at end of file diff --git a/compendium/spells/contagious-idea-da.md b/compendium/spells/contagious-idea-da.md index 057c96c2c..62ee2df8c 100644 --- a/compendium/spells/contagious-idea-da.md +++ b/compendium/spells/contagious-idea-da.md @@ -21,8 +21,8 @@ aliases: ["Contagious Idea"] Nothing is so contagious as a thought. You place either a pleasant thought or a terrifying one in a creature's mind. You can then plant the same thought in a second creature's mind. You can't choose a creature that's already been a target of this casting of contagious idea, nor can you choose yourself. The second target can be beyond the range of the spell, but it must be within 30 feet of the first target. -- **Pleasant Thought** The target is soothed, gaining 5 temporary Hit Points that last for 1 minute. -- **Terrifying Thought** The target must attempt a Will save. +- **Pleasant Thought.** The target is soothed, gaining 5 temporary Hit Points that last for 1 minute. +- **Terrifying Thought.** The target must attempt a Will save. > [!success-degree] > - **Critical Success** The target is unaffected and is temporarily immune for 1 minute. diff --git a/readme.md b/readme.md index 20e536f70..c720df7f4 100644 --- a/readme.md +++ b/readme.md @@ -4,6 +4,16 @@ This is Obsidian TTRPG Community's Pathfinder 2E Vault, containing nearly everything you need to get started building your next campaign. +## Repository Navigation + +- `.obsidian/snippets/pf2-compendium.css`: A snippet meant to style various aspects of the `compendium` and `rules` folders. +- `compendium`: The individual nuts and bolts of the various PF2E rulebooks. Think spells, items, etc. +- `fantasy-bestiary`: [Fantasy Statblocks](https://github.com/javalent/fantasy-statblocks/) developed monster statblocks. When the `compendium` gains its markdown bestiary, this will be considered an optional feature. +- `optionals`: The optionals folder will contain specific and possibly redundant scripts, such as the [PF2E-Action-Link-Icons](optionals/action-icons/PF2E-Action-Link-Icons.css) snippet for those who do not want to use the `.pf2-compendium` CSS. +- `rules`: The rules contained within the PF2E rulesbooks. +- `all-index` and `src-index`: These are generated with every update for testing and reconciliation purposes. +- `license`: The required licenses and disclaimers for the repository. + ## Required Plugins and Scripts @@ -32,12 +42,12 @@ Having issues with the Pathfinder 2E layout? Report an issue at the [Pathfinder > **Hint**: If Using ITS Theme, turn off Statblock styling in Style Settings. This will make the Statblock look as it should. -## Not Optional, But Highly Recommended +## Optional, But Highly Recommended ### Pathfinder CSS -In order to add little tweaks to the Pathfinder 2E Files, we highly recommend downloading the [Pathfinder 2E CSS](https://github.com/ebullient/ttrpg-convert-cli/tree/main/examples/css-snippets) and adding it to your snippets folder. +The `compendium` and `rules` folders are styled with customized CSS. This repository now includes the `.obsidian/snippets/pf2-compendium.css` from the [TTRPG-Covert-CLI](https://github.com/ebullient/ttrpg-convert-cli) repository. The most up-to-date version can be found on the TTRPG-Convert repository, but this repository will ### Force Note View in Frontmatter @@ -46,9 +56,11 @@ In order to add little tweaks to the Pathfinder 2E Files, we highly recommend do This plugin automatically switches a note to source or reading mode based off a key/value pair within the frontmatter of the note. -The non-bestiary files are all equipped with this frontmatter setup. +The files within the `compendium` and `rules` folders are all equipped with this frontmatter setup. +## Optionals +The optionals folder will contain specific and possibly redundant scripts, such as an action icons link snippet for those who do not want to use the contained CSS. ## Special Thanks This community vault has been brought to you by the efforts of many individuals. diff --git a/rules/actions/activate-an-item.md b/rules/actions/activate-an-item.md index 4125c60eb..612e8538b 100644 --- a/rules/actions/activate-an-item.md +++ b/rules/actions/activate-an-item.md @@ -38,24 +38,24 @@ Activations are not necessarily magical—for instance, drinking an alchemical e > > Some abilities and effects can disrupt the process of [Activating an Item](rules/actions/activate-an-item.md). If something disrupts your item activation, you fail to Activate the Item and lose the actions you committed. If the item can be activated only a certain number of times per day, the failed activation still counts against that limit. If an item requires you to spend actions to Sustain an Activation and one of those actions is disrupted, the item's effect ends. -**Activation Components** An item's activate entry lists the components required to activate its abilities. Each component adds certain traits to the Activate an Item activity, and some components have special requirements. The components that appear in this book are listed below. +**Activation Components.** An item's activate entry lists the components required to activate its abilities. Each component adds certain traits to the Activate an Item activity, and some components have special requirements. The components that appear in this book are listed below. -**Command** This component is a specific utterance you must make in a loud and strong voice. Activate an Item gains the auditory and [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait")s. You must be able to speak to provide this component. +**Command.** This component is a specific utterance you must make in a loud and strong voice. Activate an Item gains the auditory and [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait")s. You must be able to speak to provide this component. -**Envision** This component is a specific image or phenomenon you need to imagine. Activate an Item gains the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait"). +**Envision.** This component is a specific image or phenomenon you need to imagine. Activate an Item gains the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait"). -**Interact** This component works like the Interact basic action. +**Interact.** This component works like the Interact basic action. Activate an Item gains the manipulate trait and requires you to use your hands, just like with any Interact action. -**Cast a Spell** If an item lists "[Cast a Spell](rules/actions/cast-a-spell.md)" after "Activate," the activation requires you to use the [Cast a Spell](rules/actions/cast-a-spell.md) activity (described on page 302) to Activate the Item. This happens when the item replicates a spell. You must have a spellcasting class feature to Activate an Item with this activation component. +**Cast a Spell.** If an item lists "[Cast a Spell](rules/actions/cast-a-spell.md)" after "Activate," the activation requires you to use the [Cast a Spell](rules/actions/cast-a-spell.md) activity (described on page 302) to Activate the Item. This happens when the item replicates a spell. You must have a spellcasting class feature to Activate an Item with this activation component. If the item can be used for a specific spell, the action icon for that spell is provided. If it's an item like a staff, which can be used for many spells, the icon is omitted, and you must refer to each spell to determine which actions you must spend to Activate the Item to cast it. In this case, Activate an Item gains all the traits from the relevant components of the [Cast a Spell](rules/actions/cast-a-spell.md) activity. -**Limited Activations** Some items can be activated only a limited number of times per day, as described in the items. This limit is independent of any costs for activating the item. The limit resets during your daily preparations. The limit is inherent to the item, so if an ability that can be used only once per day is used, it doesn't refresh if another creature later invests or tries to activate the item. +**Limited Activations.** Some items can be activated only a limited number of times per day, as described in the items. This limit is independent of any costs for activating the item. The limit resets during your daily preparations. The limit is inherent to the item, so if an ability that can be used only once per day is used, it doesn't refresh if another creature later invests or tries to activate the item. -**Sustaining Activations** Some items, once activated, have effects that can be sustained if you concentrate on them. This works much +**Sustaining Activations.** Some items, once activated, have effects that can be sustained if you concentrate on them. This works much -**Dismissing Activations** Some item effects can be dismissed, ending the duration early due to you or the target taking action. Dismissing an activation requires using the Dismiss action. \ No newline at end of file +**Dismissing Activations.** Some item effects can be dismissed, ending the duration early due to you or the target taking action. Dismissing an activation requires using the Dismiss action. \ No newline at end of file diff --git a/rules/actions/balance.md b/rules/actions/balance.md index bd11df434..86843a8ed 100644 --- a/rules/actions/balance.md +++ b/rules/actions/balance.md @@ -25,8 +25,8 @@ You move across a narrow surface or uneven ground, attempting an [Acrobatics](co > [!pf2-example] Sample Balance Tasks > -> - **Untrained** tangled roots, uneven cobblestones -> - **Trained** wooden beam -> - **Expert** deep, loose gravel -> - **Master** tightrope, smooth sheet of ice -> - **Legendary** razor's edge, chunks of floor falling in midair \ No newline at end of file +> - **Untrained.** tangled roots, uneven cobblestones +> - **Trained.** wooden beam +> - **Expert.** deep, loose gravel +> - **Master.** tightrope, smooth sheet of ice +> - **Legendary.** razor's edge, chunks of floor falling in midair \ No newline at end of file diff --git a/rules/actions/base-kinesis-roe.md b/rules/actions/base-kinesis-roe.md index c6f79f468..48d4a8ce9 100644 --- a/rules/actions/base-kinesis-roe.md +++ b/rules/actions/base-kinesis-roe.md @@ -11,7 +11,7 @@ aliases: ["Base Kinesis"] --- # Base Kinesis [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") -*Source: RoE p. 16* +*Source: Rage of Elements p. 16* - **Activity**: Two-Action @@ -19,6 +19,6 @@ It's trivial for you to create some of your element or alter a portion of it tha Choose one of the following options, though the GM might allow you to make similar small alterations. Base Kinesis can't deal damage or cause conditions unless otherwise noted. -- **Generate** You bring an ordinary, non-magical piece of the chosen element from its elemental plane. The element can be used for any of its normal uses. For example, air can be breathed by an air-breathing creature, and fire casts light and can ignite flammable substances. -- **Move** Move an existing piece of the element up to 20 feet in any direction. If you bring it into your space, you can catch it in an open hand. You can Sustain the impulse to keep moving the element. -- **Suppress** You destroy an existing piece of element, such as snuffing out a flame or evaporating water from a cup. This affects only natural forms of the element, not durable, crafted goods like a stone statue, metal lock, or wooden door. \ No newline at end of file +- **Generate.** You bring an ordinary, non-magical piece of the chosen element from its elemental plane. The element can be used for any of its normal uses. For example, air can be breathed by an air-breathing creature, and fire casts light and can ignite flammable substances. +- **Move.** Move an existing piece of the element up to 20 feet in any direction. If you bring it into your space, you can catch it in an open hand. You can Sustain the impulse to keep moving the element. +- **Suppress.** You destroy an existing piece of element, such as snuffing out a flame or evaporating water from a cup. This affects only natural forms of the element, not durable, crafted goods like a stone statue, metal lock, or wooden door. \ No newline at end of file diff --git a/rules/actions/channel-elements-roe.md b/rules/actions/channel-elements-roe.md index 32713e151..1a57e650c 100644 --- a/rules/actions/channel-elements-roe.md +++ b/rules/actions/channel-elements-roe.md @@ -11,7 +11,7 @@ aliases: ["Channel Elements"] --- # Channel Elements [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [aura](rules/traits/aura.md "Aura Combat Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") -*Source: RoE p. 15* +*Source: Rage of Elements p. 15* - **Requirements**: Your kinetic gate isn't active. - **Activity**: Single Action diff --git a/rules/actions/climb.md b/rules/actions/climb.md index b7baca5fc..13f4bcaa2 100644 --- a/rules/actions/climb.md +++ b/rules/actions/climb.md @@ -24,11 +24,11 @@ You move up, down, or across an incline. Unless it's particularly easy, you must > [!pf2-example] Sample Climb Tasks > -> - **Untrained** ladder, steep slope, low-branched tree -> - **Trained** rigging, rope, typical tree -> - **Expert** wall with small handholds and footholds -> - **Master** ceiling with handholds and footholds, rock wall -> - **Legendary** smooth surface +> - **Untrained.** ladder, steep slope, low-branched tree +> - **Trained.** rigging, rope, typical tree +> - **Expert.** wall with small handholds and footholds +> - **Master.** ceiling with handholds and footholds, rock wall +> - **Legendary.** smooth surface > [!pf2-example] Table 4–4: Climb and Swim Distance > diff --git a/rules/actions/decipher-writing.md b/rules/actions/decipher-writing.md index 850fb14f3..163087453 100644 --- a/rules/actions/decipher-writing.md +++ b/rules/actions/decipher-writing.md @@ -27,7 +27,7 @@ The DC is determined by the GM based on the state or complexity of the document. > [!pf2-example] Sample Decipher Tasks > -> - **Trained** entry-level philosophy treatise -> - **Expert** complex code, such as a cipher -> - **Master** spymaster's code or advanced research notes -> - **Legendary** esoteric planar text written in metaphor by an ancient celestial \ No newline at end of file +> - **Trained.** entry-level philosophy treatise +> - **Expert.** complex code, such as a cipher +> - **Master.** spymaster's code or advanced research notes +> - **Legendary.** esoteric planar text written in metaphor by an ancient celestial \ No newline at end of file diff --git a/rules/actions/drink-from-the-chalice-da.md b/rules/actions/drink-from-the-chalice-da.md index 3c6acae3c..6a512ed3b 100644 --- a/rules/actions/drink-from-the-chalice-da.md +++ b/rules/actions/drink-from-the-chalice-da.md @@ -20,5 +20,5 @@ aliases: ["Drink from the Chalice"] You drink from the liquid that slowly collects in your chalice or administer it to an adjacent ally. The drinker chooses whether to take a small sip or to drain the contents. -- **Sip** A sip grants the drinker an amount of temporary Hit Points equal to 2 + half your level that last until the end of your next turn. -- **Drain** Drinking deep instead heals the drinker 3 Hit Points for each level you have. After the chalice is drained, it's left with only its slowly collecting dregs; the chalice can't be drained again, though it can still be sipped from. If 10 minutes pass without anyone drinking from the chalice, it refills itself and can be drained again. If the drinker has [negative healing](rules/abilities/negative-healing-b2.md), it can still heal in this way, and the effect has the [negative](rules/traits/negative.md "Negative Energy & Element Trait") trait instead of [healing](rules/traits/healing.md "Healing Effect Trait") and [positive](rules/traits/positive.md "Positive Energy & Element Trait"). \ No newline at end of file +- **Sip.** A sip grants the drinker an amount of temporary Hit Points equal to 2 + half your level that last until the end of your next turn. +- **Drain.** Drinking deep instead heals the drinker 3 Hit Points for each level you have. After the chalice is drained, it's left with only its slowly collecting dregs; the chalice can't be drained again, though it can still be sipped from. If 10 minutes pass without anyone drinking from the chalice, it refills itself and can be drained again. If the drinker has [negative healing](rules/abilities/negative-healing-b2.md), it can still heal in this way, and the effect has the [negative](rules/traits/negative.md "Negative Energy & Element Trait") trait instead of [healing](rules/traits/healing.md "Healing Effect Trait") and [positive](rules/traits/positive.md "Positive Energy & Element Trait"). \ No newline at end of file diff --git a/rules/actions/earn-income.md b/rules/actions/earn-income.md index 64200d941..de4c32ef8 100644 --- a/rules/actions/earn-income.md +++ b/rules/actions/earn-income.md @@ -29,9 +29,9 @@ You can continue working at the task on subsequent days without needing to roll > > These examples use Alcohol Lore to work in a bar or Legal Lore to perform legal work. > -> - **Trained** bartend, do legal research -> - **Expert** curate drink selection, present minor court cases -> - **Master** run a large brewery, present important court cases -> - **Legendary** run an international brewing franchise, present a case in Hell's courts +> - **Trained.** bartend, do legal research +> - **Expert.** curate drink selection, present minor court cases +> - **Master.** run a large brewery, present important court cases +> - **Legendary.** run an international brewing franchise, present a case in Hell's courts ![EARN INCOME TASKS](rules/tables/earn-income-tasks-gmg.md) \ No newline at end of file diff --git a/rules/actions/elemental-blast-roe.md b/rules/actions/elemental-blast-roe.md index 3eb2afbf3..4d2032e89 100644 --- a/rules/actions/elemental-blast-roe.md +++ b/rules/actions/elemental-blast-roe.md @@ -12,7 +12,7 @@ aliases: ["Elemental Blast"] --- # Elemental Blast [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") Varies ([>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") or [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action")) [attack](rules/traits/attack.md "Attack Combat Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") -*Source: RoE p. 15* +*Source: Rage of Elements p. 15* - **Activity**: Varies ([>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") or [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action")) @@ -20,12 +20,12 @@ With a wave of your hand, you collect elemental matter from your aura and swing The element determines the damage die, damage type, and range (for a ranged blast). A damage type other than a physical damage type adds its trait to the blast. -- **Air** `1d6` electricity or slashing, 60 feet -- **Earth** `1d8` bludgeoning or piercing, 30 feet -- **Fire** `1d6` fire, range 60 feet -- **Metal** `1d8` piercing or slashing, 30 feet -- **Water** `1d8` bludgeoning or cold, 30 feet -- **Wood** `1d8` bludgeoning or vitality, 30 feet +- **Air.** `1d6` electricity or slashing, 60 feet +- **Earth.** `1d8` bludgeoning or piercing, 30 feet +- **Fire.** `1d6` fire, range 60 feet +- **Metal.** `1d8` piercing or slashing, 30 feet +- **Water.** `1d8` bludgeoning or cold, 30 feet +- **Wood.** `1d8` bludgeoning or vitality, 30 feet > [!success-degree] > - **Critical Success** The target takes double damage. diff --git a/rules/actions/extract-element-roe.md b/rules/actions/extract-element-roe.md index 89a9a25df..e4589ae80 100644 --- a/rules/actions/extract-element-roe.md +++ b/rules/actions/extract-element-roe.md @@ -11,7 +11,7 @@ aliases: ["Extract Element"] --- # Extract Element [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") -*Source: RoE p. 17* +*Source: Rage of Elements p. 17* - **Activity**: Single Action diff --git a/rules/actions/force-open.md b/rules/actions/force-open.md index 7aaaaea91..474f20b06 100644 --- a/rules/actions/force-open.md +++ b/rules/actions/force-open.md @@ -23,8 +23,8 @@ Using your body, a lever, or some other tool, you attempt to forcefully open a d > [!pf2-example] Sample Force Open Tasks > -> - **Untrained** fabric, flimsy glass -> - **Trained** ice, sturdy glass -> - **Expert** flimsy wooden door, wooden portcullis -> - **Master** sturdy wooden door, iron portcullis, metal bar -> - **Legendary** stone or iron door \ No newline at end of file +> - **Untrained.** fabric, flimsy glass +> - **Trained.** ice, sturdy glass +> - **Expert.** flimsy wooden door, wooden portcullis +> - **Master.** sturdy wooden door, iron portcullis, metal bar +> - **Legendary.** stone or iron door \ No newline at end of file diff --git a/rules/actions/gather-information.md b/rules/actions/gather-information.md index 04f6b7845..448d0ccf5 100644 --- a/rules/actions/gather-information.md +++ b/rules/actions/gather-information.md @@ -22,8 +22,8 @@ You canvass local markets, taverns, and gathering places in an attempt to learn > [!pf2-example] Sample Gather Information Tasks > -> - **Untrained** talk of the town -> - **Trained** common rumor -> - **Expert** obscure rumor, poorly guarded secret -> - **Master** well-guarded or esoteric information -> - **Legendary** information known only to an incredibly select few, or only to extraordinary beings \ No newline at end of file +> - **Untrained.** talk of the town +> - **Trained.** common rumor +> - **Expert.** obscure rumor, poorly guarded secret +> - **Master.** well-guarded or esoteric information +> - **Legendary.** information known only to an incredibly select few, or only to extraordinary beings \ No newline at end of file diff --git a/rules/actions/long-term-rest.md b/rules/actions/long-term-rest.md index c35f878bf..d1cf4099c 100644 --- a/rules/actions/long-term-rest.md +++ b/rules/actions/long-term-rest.md @@ -15,10 +15,12 @@ aliases: ["Long-Term Rest"] You can spend an entire day and night resting during downtime to recover Hit Points equal to your Constitution modifier (minimum 1) multiplied by twice your level. -**Downtime Mode** > [!pf2-tip] +**Downtime Mode** + +> [!pf2-tip] > > _Downtime mode is played day-by-day rather than minute-by-minute or scene-by-scene. Usually this mode of play occurs when you are in the safety of a settlement, maybe recovering from your adventures or studying an artifact you found._ Downtime gives you time to rest fully, engage in crafting or a professional endeavor, learn new spells, retrain feats, or just have fun. You can sell items acquired during your adventures, buy new goods, and perform other activities as determined by your feats, your skills, and the settlement where you are spending the downtime. -**Other Downtime Activities** Work with your GM if there are other ways you want to spend downtime. You might need to pay for your cost of living (the prices for this can be found on page 294). You might acquire property, manage a business, become part of a guild or civic group, curry favor in a large city, take command of an army, take on an apprentice, start a family, or minister to a flock of the faithful. \ No newline at end of file +**Other Downtime Activities.** Work with your GM if there are other ways you want to spend downtime. You might need to pay for your cost of living (the prices for this can be found on page 294). You might acquire property, manage a business, become part of a guild or civic group, curry favor in a large city, take command of an army, take on an apprentice, start a family, or minister to a flock of the faithful. \ No newline at end of file diff --git a/rules/actions/maneuver-in-flight.md b/rules/actions/maneuver-in-flight.md index 5b399614a..1066a410d 100644 --- a/rules/actions/maneuver-in-flight.md +++ b/rules/actions/maneuver-in-flight.md @@ -24,7 +24,7 @@ You try a difficult maneuver while [Flying](rules/actions/fly.md). Attempt an [A > [!pf2-example] Sample Maneuver in Flight Tasks > -> - **Trained** steep ascent or descent -> - **Expert** fly against the wind, hover midair -> - **Master** reverse direction -> - **Legendary** fly through gale force winds \ No newline at end of file +> - **Trained.** steep ascent or descent +> - **Expert.** fly against the wind, hover midair +> - **Master.** reverse direction +> - **Legendary.** fly through gale force winds \ No newline at end of file diff --git a/rules/actions/perform.md b/rules/actions/perform.md index c9e185048..7fcafd400 100644 --- a/rules/actions/perform.md +++ b/rules/actions/perform.md @@ -24,8 +24,8 @@ When making a brief performance—one song, a quick dance, or a few jokes—you > [!pf2-example] Sample Perform Tasks > -> - **Untrained** audience of commoners -> - **Trained** audience of artisans -> - **Expert** audience of merchants or minor nobles -> - **Master** audience of high nobility or minor royalty -> - **Legendary** audience of major royalty or otherworldly beings \ No newline at end of file +> - **Untrained.** audience of commoners +> - **Trained.** audience of artisans +> - **Expert.** audience of merchants or minor nobles +> - **Master.** audience of high nobility or minor royalty +> - **Legendary.** audience of major royalty or otherworldly beings \ No newline at end of file diff --git a/rules/actions/psychic-defense-da.md b/rules/actions/psychic-defense-da.md index 07489117c..c8c8bb7ab 100644 --- a/rules/actions/psychic-defense-da.md +++ b/rules/actions/psychic-defense-da.md @@ -18,8 +18,8 @@ aliases: ["Psychic Defense"] You gain the benefit matching your psychic center against the triggering manifestation. Then your psychic center is expended. -- **Armor of Insight ([Perception](compendium/skills.md#Perception))** Sensing the incoming attack, you make your mind resist psychic harm. You gain resistance equal to half your level (minimum 1) to mental damage against the triggering effect. This resistance is doubled if you're a master in Perception and tripled if you're legendary. -- **Empathic Orbit ([Diplomacy](compendium/skills.md#Diplomacy))** Displaying empathy, you sow doubt in your attacker to diminish their resolve for psychic combat. The opponent is stupefied 1 until the end of their next turn or stupefied 2 if you're legendary in Diplomacy. -- **Ire's Spear ([Intimidation](compendium/skills.md#Intimidation))** Blazing anger surges in your mind, causing backlash to anyone who harms you. If the manifestation damages you, the opponent takes damage equal to the counteract level of the manifestation it used against you. This damage is doubled if you're a master of Intimidation or tripled if you're legendary. -- **Rational Labyrinth ([Occultism](compendium/skills.md#Occultism))** Analytically breaking down the attack, you realign your mind's defenses into a puzzle designed to confound it. You gain a +2 status bonus to your Will save or Will DC, or a +4 status bonus if the effect has the emotion trait. -- **Sensory Phantasm ([Deception](compendium/skills.md#Deception))** Using your guile, you send psychic illusions through your mental link to your foe, making yourself harder to pinpoint. You're concealed against the opponent until the end of its next turn. \ No newline at end of file +- **Armor of Insight ([Perception](compendium/skills.md#Perception)).** Sensing the incoming attack, you make your mind resist psychic harm. You gain resistance equal to half your level (minimum 1) to mental damage against the triggering effect. This resistance is doubled if you're a master in Perception and tripled if you're legendary. +- **Empathic Orbit ([Diplomacy](compendium/skills.md#Diplomacy)).** Displaying empathy, you sow doubt in your attacker to diminish their resolve for psychic combat. The opponent is stupefied 1 until the end of their next turn or stupefied 2 if you're legendary in Diplomacy. +- **Ire's Spear ([Intimidation](compendium/skills.md#Intimidation)).** Blazing anger surges in your mind, causing backlash to anyone who harms you. If the manifestation damages you, the opponent takes damage equal to the counteract level of the manifestation it used against you. This damage is doubled if you're a master of Intimidation or tripled if you're legendary. +- **Rational Labyrinth ([Occultism](compendium/skills.md#Occultism)).** Analytically breaking down the attack, you realign your mind's defenses into a puzzle designed to confound it. You gain a +2 status bonus to your Will save or Will DC, or a +4 status bonus if the effect has the emotion trait. +- **Sensory Phantasm ([Deception](compendium/skills.md#Deception)).** Using your guile, you send psychic illusions through your mental link to your foe, making yourself harder to pinpoint. You're concealed against the opponent until the end of its next turn. \ No newline at end of file diff --git a/rules/actions/recall-knowledge.md b/rules/actions/recall-knowledge.md index 08bd1d856..1b34b0ab6 100644 --- a/rules/actions/recall-knowledge.md +++ b/rules/actions/recall-knowledge.md @@ -39,19 +39,19 @@ The GM might allow checks to [Recall Knowledge](rules/actions/recall-knowledge.m > > These examples use [Society](compendium/skills.md#Society) or [Religion](compendium/skills.md#Religion). > -> - **Untrained** name of a ruler, key noble, or major deity -> - **Trained** line of succession for a major noble family, core doctrines of a major deity -> - **Expert** genealogy of a minor noble, teachings of an ancient priest -> - **Master** hierarchy of a genie noble court, major extraplanar temples of a deity -> - **Legendary** existence of a long-lost noble heir, secret doctrines of a religion +> - **Untrained.** name of a ruler, key noble, or major deity +> - **Trained.** line of succession for a major noble family, core doctrines of a major deity +> - **Expert.** genealogy of a minor noble, teachings of an ancient priest +> - **Master.** hierarchy of a genie noble court, major extraplanar temples of a deity +> - **Legendary.** existence of a long-lost noble heir, secret doctrines of a religion -**Recall Knowledge** On most topics, you can use simple DCs for checks to [Recall Knowledge](rules/actions/recall-knowledge.md). For a check about a specific creature, trap, or other subject with a level, use a level-based DCs (adjusting for rarity as needed). You might adjust the difficulty down, maybe even drastically, if the subject is especially notorious or famed. Knowing simple tales about an infamous dragon's exploits, for example, might be incredibly easy for the dragon's level, or even just a simple trained DC. +**Recall Knowledge.** On most topics, you can use simple DCs for checks to [Recall Knowledge](rules/actions/recall-knowledge.md). For a check about a specific creature, trap, or other subject with a level, use a level-based DCs (adjusting for rarity as needed). You might adjust the difficulty down, maybe even drastically, if the subject is especially notorious or famed. Knowing simple tales about an infamous dragon's exploits, for example, might be incredibly easy for the dragon's level, or even just a simple trained DC. -**Alternative Skills** As noted in the action's description, a character might attempt to [Recall Knowledge](rules/actions/recall-knowledge.md) using a different skill than the ones listed as the default options. If the skill is highly applicable, like using [Medicine](compendium/skills.md#Medicine) to identify a medicinal tonic, you probably don't need to adjust the DC. If its relevance is a stretch, adjust the DC upward as described in Adjusting Difficulty. +**Alternative Skills.** As noted in the action's description, a character might attempt to [Recall Knowledge](rules/actions/recall-knowledge.md) using a different skill than the ones listed as the default options. If the skill is highly applicable, like using [Medicine](compendium/skills.md#Medicine) to identify a medicinal tonic, you probably don't need to adjust the DC. If its relevance is a stretch, adjust the DC upward as described in Adjusting Difficulty. -**Additional Knowledge** Sometimes a character might want to follow up on a check to [Recall Knowledge](rules/actions/recall-knowledge.md), rolling another check to discover more information. After a success, further uses of [Recall Knowledge](rules/actions/recall-knowledge.md) can yield more information, but you should adjust the difficulty to be higher for each attempt. Once a character has attempted an incredibly hard check or failed a check, further attempts are fruitless—the character has recalled everything they know about the subject. +**Additional Knowledge.** Sometimes a character might want to follow up on a check to [Recall Knowledge](rules/actions/recall-knowledge.md), rolling another check to discover more information. After a success, further uses of [Recall Knowledge](rules/actions/recall-knowledge.md) can yield more information, but you should adjust the difficulty to be higher for each attempt. Once a character has attempted an incredibly hard check or failed a check, further attempts are fruitless—the character has recalled everything they know about the subject. -**Creature Identification** A character who successfully identifies a creature learns one of its best-known attributes—such as a troll's regeneration (and the fact that it can be stopped by acid or fire) or a manticore's tail spikes. On a critical success, the character also learns something subtler, like a demon's weakness or the trigger for one of the creature's reactions. +**Creature Identification.** A character who successfully identifies a creature learns one of its best-known attributes—such as a troll's regeneration (and the fact that it can be stopped by acid or fire) or a manticore's tail spikes. On a critical success, the character also learns something subtler, like a demon's weakness or the trigger for one of the creature's reactions. The skill used to identify a creature usually depends on that creature's trait, as shown on Table 10–7, but you have leeway on which skills apply. For instance, hags are humanoids but have a strong connection to occult spells and live outside society, so you might allow a character to use [Occultism](compendium/skills.md#Occultism) to identify them without any DC adjustment, while Society is harder. Lore skills can also be used to identify their specific creature. Using the applicable Lore usually has an easy or very easy DC (before adjusting for rarity). diff --git a/rules/actions/retraining.md b/rules/actions/retraining.md index f0c79b617..f0cf20ac4 100644 --- a/rules/actions/retraining.md +++ b/rules/actions/retraining.md @@ -38,10 +38,12 @@ You can also spend a week to retrain an initial trained skill you gained during You can change a class feature that required a choice, making a different choice instead. Some, like changing a spell in your spell repertoire, take a week. The GM will tell you how long it takes to retrain larger choices like a druid order or a wizard school—always at least a month. -**Downtime Mode** > [!pf2-tip] +**Downtime Mode** + +> [!pf2-tip] > > _Downtime mode is played day-by-day rather than minute-by-minute or scene-by-scene. Usually this mode of play occurs when you are in the safety of a settlement, maybe recovering from your adventures or studying an artifact you found._ Downtime gives you time to rest fully, engage in crafting or a professional endeavor, learn new spells, retrain feats, or just have fun. You can sell items acquired during your adventures, buy new goods, and perform other activities as determined by your feats, your skills, and the settlement where you are spending the downtime. -**Other Downtime Activities** Work with your GM if there are other ways you want to spend downtime. You might need to pay for your cost of living (the prices for this can be found on page 294). You might acquire property, manage a business, become part of a guild or civic group, curry favor in a large city, take command of an army, take on an apprentice, start a family, or minister to a flock of the faithful. \ No newline at end of file +**Other Downtime Activities.** Work with your GM if there are other ways you want to spend downtime. You might need to pay for your cost of living (the prices for this can be found on page 294). You might acquire property, manage a business, become part of a guild or civic group, curry favor in a large city, take command of an army, take on an apprentice, start a family, or minister to a flock of the faithful. \ No newline at end of file diff --git a/rules/actions/ring-bell-da.md b/rules/actions/ring-bell-da.md index d2394cfd1..b9be31cf8 100644 --- a/rules/actions/ring-bell-da.md +++ b/rules/actions/ring-bell-da.md @@ -23,5 +23,5 @@ aliases: ["Ring Bell"] First Implement and Esoterica|Thaumaturge|DA|Your|DA|1||Your implement sings out abruptly, disrupting your foe. The piece played depends on whether the trigger was a Strike or Spell, and it applies to the triggering Strike or Spell, except where noted otherwise. -- **Distracting Cacophony** The trigger is a spell. You create a musical crash of sonic energy that assails the target and breaks its concentration. The target must succeed at a Fortitude save against your class DC or become [stupefied](rules/conditions.md#Stupefied) until the end of your next turn ([stupefied](rules/conditions.md#Stupefied) on a critical failure). The target doesn't have to attempt a flat check to avoid losing the triggering spell, but the discordant ring does lower the spell attack roll or spell DC of the triggering spell from [stupefied](rules/conditions.md#Stupefied). -- **Disrupting Harmony** The trigger is a Strike. You create a strangely discordant harmony that sinks into your foe's mind and throws its movements off. The target must succeed at a Will save against your class DC or become your choice of [enfeebled](rules/conditions.md#Enfeebled) or [clumsy](rules/conditions.md#Clumsy) until the end of your next turn ([enfeebled](rules/conditions.md#Enfeebled) or [clumsy](rules/conditions.md#Clumsy) on a critical failure). \ No newline at end of file +- **Distracting Cacophony.** The trigger is a spell. You create a musical crash of sonic energy that assails the target and breaks its concentration. The target must succeed at a Fortitude save against your class DC or become [stupefied](rules/conditions.md#Stupefied) until the end of your next turn ([stupefied](rules/conditions.md#Stupefied) on a critical failure). The target doesn't have to attempt a flat check to avoid losing the triggering spell, but the discordant ring does lower the spell attack roll or spell DC of the triggering spell from [stupefied](rules/conditions.md#Stupefied). +- **Disrupting Harmony.** The trigger is a Strike. You create a strangely discordant harmony that sinks into your foe's mind and throws its movements off. The target must succeed at a Will save against your class DC or become your choice of [enfeebled](rules/conditions.md#Enfeebled) or [clumsy](rules/conditions.md#Clumsy) until the end of your next turn ([enfeebled](rules/conditions.md#Enfeebled) or [clumsy](rules/conditions.md#Clumsy) on a critical failure). \ No newline at end of file diff --git a/rules/actions/sense-direction.md b/rules/actions/sense-direction.md index 09d5577af..d9313af89 100644 --- a/rules/actions/sense-direction.md +++ b/rules/actions/sense-direction.md @@ -22,8 +22,8 @@ Using the stars, the position of the sun, traits of the geography or flora, or t > [!pf2-example] Sense Direction Tasks > -> - **Untrained** determine a cardinal direction using the sun -> - **Trained** find an overgrown path in a forest -> - **Expert** navigate a hedge maze -> - **Master** navigate a byzantine labyrinth or relatively featureless desert -> - **Legendary** navigate an ever-changing dream realm \ No newline at end of file +> - **Untrained.** determine a cardinal direction using the sun +> - **Trained.** find an overgrown path in a forest +> - **Expert.** navigate a hedge maze +> - **Master.** navigate a byzantine labyrinth or relatively featureless desert +> - **Legendary.** navigate an ever-changing dream realm \ No newline at end of file diff --git a/rules/actions/spellstrike-som.md b/rules/actions/spellstrike-som.md index 12e6a4705..9c15a7da7 100644 --- a/rules/actions/spellstrike-som.md +++ b/rules/actions/spellstrike-som.md @@ -19,7 +19,7 @@ You channel a spell into a punch or sword thrust to deliver a combined attack. Y After you use Spellstrike, you can't do so again until you recharge your Spellstrike as a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. You also recharge your Spellstrike when you cast a conflux spell that takes at least 1 action to cast; casting a focus spell of another type doesn't recharge your Spellstrike. -**Spellstrike Specifics** Though the base [Spellstrike](rules/actions/spellstrike-som.md) rules cover most spells, various modifications apply to more complicated spells when loaded into your fist, blade, or other attack. +**Spellstrike Specifics.** Though the base [Spellstrike](rules/actions/spellstrike-som.md) rules cover most spells, various modifications apply to more complicated spells when loaded into your fist, blade, or other attack. **One Target:** The spell targets only the target of your [Strike](rules/actions/strike.md), even if it normally allows more targets. Some feats let you affect more creatures. diff --git a/rules/actions/squeeze.md b/rules/actions/squeeze.md index d91553102..278e8a31c 100644 --- a/rules/actions/squeeze.md +++ b/rules/actions/squeeze.md @@ -23,5 +23,5 @@ You contort yourself to squeeze through a space so small you can barely fit thro > [!pf2-example] Sample Squeeze Tasks > -> - **Trained** space barely fitting your shoulders -> - **Master** space barely fitting your head \ No newline at end of file +> - **Trained.** space barely fitting your shoulders +> - **Master.** space barely fitting your head \ No newline at end of file diff --git a/rules/actions/subsist.md b/rules/actions/subsist.md index 2d63d7d1f..e789f129b 100644 --- a/rules/actions/subsist.md +++ b/rules/actions/subsist.md @@ -27,8 +27,8 @@ The following skills can be used to Recall Knowledge, getting information about > > These examples use [Society](compendium/skills.md#Society) or [Religion](compendium/skills.md#Religion). > -> - **Untrained** lush forest with calm weather or large city with plentiful resources -> - **Trained** typical hillside or village -> - **Expert** typical mountains or insular hamlet -> - **Master** typical desert or city under siege -> - **Legendary** barren wasteland or city of undead \ No newline at end of file +> - **Untrained.** lush forest with calm weather or large city with plentiful resources +> - **Trained.** typical hillside or village +> - **Expert.** typical mountains or insular hamlet +> - **Master.** typical desert or city under siege +> - **Legendary.** barren wasteland or city of undead \ No newline at end of file diff --git a/rules/actions/swim.md b/rules/actions/swim.md index 459c21b62..a333d6e29 100644 --- a/rules/actions/swim.md +++ b/rules/actions/swim.md @@ -25,8 +25,8 @@ If you end your turn in water and haven't succeeded at a Swim action that turn, > [!pf2-example] Sample Swim Tasks > -> - **Untrained** lake or other still water -> - **Trained** flowing water, like a river -> - **Expert** swiftly flowing river -> - **Master** stormy sea -> - **Legendary** maelstrom, waterfall \ No newline at end of file +> - **Untrained.** lake or other still water +> - **Trained.** flowing water, like a river +> - **Expert.** swiftly flowing river +> - **Master.** stormy sea +> - **Legendary.** maelstrom, waterfall \ No newline at end of file diff --git a/rules/actions/track.md b/rules/actions/track.md index be8a200c4..1b60004b2 100644 --- a/rules/actions/track.md +++ b/rules/actions/track.md @@ -26,8 +26,8 @@ You attempt your [Survival](compendium/skills.md#Survival) check when you start > [!pf2-example] Sense Track Tasks > -> - **Untrained** the path of a large army following a road -> - **Trained** relatively fresh tracks of a rampaging bear through the plains -> - **Expert** a nimble panther's tracks through a jungle, tracks after the rain -> - **Master** tracks after a winter snow, tracks of a mouse or smaller creature, tracks left on surfaces that can't hold prints like bare rock -> - **Legendary** old tracks through a windy desert's sands, tracks after a major blizzard or hurricane \ No newline at end of file +> - **Untrained.** the path of a large army following a road +> - **Trained.** relatively fresh tracks of a rampaging bear through the plains +> - **Expert.** a nimble panther's tracks through a jungle, tracks after the rain +> - **Master.** tracks after a winter snow, tracks of a mouse or smaller creature, tracks left on surfaces that can't hold prints like bare rock +> - **Legendary.** old tracks through a windy desert's sands, tracks after a major blizzard or hurricane \ No newline at end of file diff --git a/rules/core-rulebook/appendix-a-conditions-appendix.md b/rules/core-rulebook/appendix-a-conditions-appendix.md index 1c07b4178..2de617e11 100644 --- a/rules/core-rulebook/appendix-a-conditions-appendix.md +++ b/rules/core-rulebook/appendix-a-conditions-appendix.md @@ -33,11 +33,11 @@ Some conditions override others. This is always specified in the entry for the o > > Some conditions exist relative to one another or share a similar theme. It can be useful to look at these conditions together, rather than viewing them in isolation, to understand how they interact. > -> - **Degrees of Detection** [Observed](rules/conditions.md#Observed), [hidden](rules/conditions.md#Hidden), [undetected](rules/conditions.md#Undetected), [unnoticed](rules/conditions.md#Unnoticed) -> - **Senses** [Blinded](rules/conditions.md#Blinded), [concealed](rules/conditions.md#Concealed), [dazzled](rules/conditions.md#Dazzled), [deafened](rules/conditions.md#Deafened), [invisible](rules/conditions.md#Invisible) -> - **Death and Dying** [Doomed](rules/conditions.md#Doomed), [dying](rules/conditions.md#Dying), [unconscious](rules/conditions.md#Unconscious), [wounded](rules/conditions.md#Wounded) -> - **Attitudes** [Hostile](rules/conditions.md#Hostile), [unfriendly](rules/conditions.md#Unfriendly), [indifferent](rules/conditions.md#Indifferent), [friendly](rules/conditions.md#Friendly), [helpful](rules/conditions.md#Helpful) -> - **Lowered Abilities** [Clumsy](rules/conditions.md#Clumsy), [drained](rules/conditions.md#Drained), [enfeebled](rules/conditions.md#Enfeebled), [stupefied](rules/conditions.md#Stupefied) +> - **Degrees of Detection.** [Observed](rules/conditions.md#Observed), [hidden](rules/conditions.md#Hidden), [undetected](rules/conditions.md#Undetected), [unnoticed](rules/conditions.md#Unnoticed) +> - **Senses.** [Blinded](rules/conditions.md#Blinded), [concealed](rules/conditions.md#Concealed), [dazzled](rules/conditions.md#Dazzled), [deafened](rules/conditions.md#Deafened), [invisible](rules/conditions.md#Invisible) +> - **Death and Dying.** [Doomed](rules/conditions.md#Doomed), [dying](rules/conditions.md#Dying), [unconscious](rules/conditions.md#Unconscious), [wounded](rules/conditions.md#Wounded) +> - **Attitudes.** [Hostile](rules/conditions.md#Hostile), [unfriendly](rules/conditions.md#Unfriendly), [indifferent](rules/conditions.md#Indifferent), [friendly](rules/conditions.md#Friendly), [helpful](rules/conditions.md#Helpful) +> - **Lowered Abilities.** [Clumsy](rules/conditions.md#Clumsy), [drained](rules/conditions.md#Drained), [enfeebled](rules/conditions.md#Enfeebled), [stupefied](rules/conditions.md#Stupefied) > > ### DEATH AND DYING RULES > CRB p. 618 diff --git a/rules/core-rulebook/chapter-11-crafting-treasure.md b/rules/core-rulebook/chapter-11-crafting-treasure.md index ebadf4481..42e7a0786 100644 --- a/rules/core-rulebook/chapter-11-crafting-treasure.md +++ b/rules/core-rulebook/chapter-11-crafting-treasure.md @@ -776,6 +776,7 @@ Each type of wand has a Level and Price determined by the spell's level. The wan > ``` > > --- +> > ### Variants > > #### *Item 3* diff --git a/rules/gamemastery-guide/chapter-1-gamemastery-basics.md b/rules/gamemastery-guide/chapter-1-gamemastery-basics.md index 4af61c8f3..d8b95f0ef 100644 --- a/rules/gamemastery-guide/chapter-1-gamemastery-basics.md +++ b/rules/gamemastery-guide/chapter-1-gamemastery-basics.md @@ -450,65 +450,65 @@ If the group isn't in any danger and has time for a really thorough search, that > ### AQUATIC > GMG p. 18 > -> - **Sights** choppy water, rolling waves, sunlight glinting, the curve of the horizon, driftwood -> - **Sounds** waves lapping against a ship, seabirds' cries, fluttering sails, creatures breaching the surface -> - **Smells** salt water, crisp fresh air, dead fish -> - **Textures** frigid water, slimy seaweed, crusty salt collecting on surfaces -> - **Weather** powerful winds, oncoming storms +> - **Sights.** choppy water, rolling waves, sunlight glinting, the curve of the horizon, driftwood +> - **Sounds.** waves lapping against a ship, seabirds' cries, fluttering sails, creatures breaching the surface +> - **Smells.** salt water, crisp fresh air, dead fish +> - **Textures.** frigid water, slimy seaweed, crusty salt collecting on surfaces +> - **Weather.** powerful winds, oncoming storms > > ### ARCTIC > GMG p. 18 > -> - **Sights** blinding reflected sunlight, snowy plains, distant glaciers, deep crevasses, rocky cliffs, ice floes and bergs, animal tracks in snow -> - **Sounds** howling winds, drips of melting ice, utter quiet -> - **Smells** clean air, half-frozen bog, lichen, seaweed -> - **Textures** crunching snow, hard ice -> - **Weather** frigid gales, light snowfall, pounding blizzard +> - **Sights.** blinding reflected sunlight, snowy plains, distant glaciers, deep crevasses, rocky cliffs, ice floes and bergs, animal tracks in snow +> - **Sounds.** howling winds, drips of melting ice, utter quiet +> - **Smells.** clean air, half-frozen bog, lichen, seaweed +> - **Textures.** crunching snow, hard ice +> - **Weather.** frigid gales, light snowfall, pounding blizzard > > ### FOREST > GMG p. 18 > -> - **Sights** towering trees, dense undergrowth, verdant canopies, colorful wildlife, dappled sunlight through the trees, mossy tree trunks, twisted roots -> - **Sounds** rustling leaves, snapping branches, animal calls -> - **Smells** decomposing vegetation, flowering plants, pine trees, earthy mushrooms -> - **Textures** leaves crunching underfoot, scraping branches, water dripping from above, rough bark -> - **Weather** still air, cool shade, sporadic breeze, rain on the canopy, branches coated in thick snow +> - **Sights.** towering trees, dense undergrowth, verdant canopies, colorful wildlife, dappled sunlight through the trees, mossy tree trunks, twisted roots +> - **Sounds.** rustling leaves, snapping branches, animal calls +> - **Smells.** decomposing vegetation, flowering plants, pine trees, earthy mushrooms +> - **Textures.** leaves crunching underfoot, scraping branches, water dripping from above, rough bark +> - **Weather.** still air, cool shade, sporadic breeze, rain on the canopy, branches coated in thick snow > > ### MOUNTAIN > GMG p. 18 > -> - **Sights** bare cliffs, snow caps, hardy trees, slopes littered with scree, fallen rocks, birds flying on currents, fog among the peaks -> - **Sounds** howling wind, falling rocks, clear echoes, crunch of rocks underfoot, distant avalanche -> - **Smells** blowing dust, pine trees, fresh snow -> - **Textures** rough stone, powdery snow, unstable rubble -> - **Weather** swirling clouds, chill of high altitude, direct sunlight, powerful wind and rain +> - **Sights.** bare cliffs, snow caps, hardy trees, slopes littered with scree, fallen rocks, birds flying on currents, fog among the peaks +> - **Sounds.** howling wind, falling rocks, clear echoes, crunch of rocks underfoot, distant avalanche +> - **Smells.** blowing dust, pine trees, fresh snow +> - **Textures.** rough stone, powdery snow, unstable rubble +> - **Weather.** swirling clouds, chill of high altitude, direct sunlight, powerful wind and rain > > ### PLAINS > GMG p. 18 > -> - **Sights** grass waving gently, scattered wildflowers, rocky outcroppings or boulders, the curve of the horizon -> - **Sounds** rustling wind, birdsong, distant sounds carried far -> - **Smells** fresh air, earthy soil, distant carcasses -> - **Textures** touch of tall grass, rasp of scrub brush, crunch of dry dirt -> - **Weather** cooling of gentle wind, heat of direct sunlight, massive black thunderclouds +> - **Sights.** grass waving gently, scattered wildflowers, rocky outcroppings or boulders, the curve of the horizon +> - **Sounds.** rustling wind, birdsong, distant sounds carried far +> - **Smells.** fresh air, earthy soil, distant carcasses +> - **Textures.** touch of tall grass, rasp of scrub brush, crunch of dry dirt +> - **Weather.** cooling of gentle wind, heat of direct sunlight, massive black thunderclouds > > ### SWAMP > GMG p. 18 > -> - **Sights** lush leaves, clouds of gnats, algae-coated water, shacks on stilts, darting fish -> - **Sounds** croaking frogs, chirping insects, bubbling, splashing -> - **Smells** rich moss and algae, pungent swamp gases -> - **Textures** pushing through floating detritus, tangling creepers, thick mud -> - **Weather** oppressive humidity, still air, pouring rain, rays of sunlight +> - **Sights.** lush leaves, clouds of gnats, algae-coated water, shacks on stilts, darting fish +> - **Sounds.** croaking frogs, chirping insects, bubbling, splashing +> - **Smells.** rich moss and algae, pungent swamp gases +> - **Textures.** pushing through floating detritus, tangling creepers, thick mud +> - **Weather.** oppressive humidity, still air, pouring rain, rays of sunlight > > ### UNDERGROUND > GMG p. 18 > -> - **Sights** winding passages, sputtering yellow torchlight, uneven or cracked floors, ancient writings or architecture, stalagmites and stalactites -> - **Sounds** dripping condensation, scurrying rats or insects, distant clunks of machinery, tinny echoes of your voices and footsteps -> - **Smells** staleness of still air, sulfur, tang of metal deposits -> - **Textures** rough rock walls, erosion-smoothed stone, cobwebs -> - **Weather** chill of underground air, geothermal heat +> - **Sights.** winding passages, sputtering yellow torchlight, uneven or cracked floors, ancient writings or architecture, stalagmites and stalactites +> - **Sounds.** dripping condensation, scurrying rats or insects, distant clunks of machinery, tinny echoes of your voices and footsteps +> - **Smells.** staleness of still air, sulfur, tang of metal deposits +> - **Textures.** rough rock walls, erosion-smoothed stone, cobwebs +> - **Weather.** chill of underground air, geothermal heat #### More on Follow the Expert GMG p. 19 diff --git a/rules/gamemastery-guide/chapter-3-subsystems.md b/rules/gamemastery-guide/chapter-3-subsystems.md index cf6ad73e7..2f04b5dd3 100644 --- a/rules/gamemastery-guide/chapter-3-subsystems.md +++ b/rules/gamemastery-guide/chapter-3-subsystems.md @@ -247,10 +247,10 @@ For instance, for a 3rd-level challenge, you might give an NPC a +12 Will modifi > > Mr. Mollwether used to visit the theater often as a small child, and performing one of his favorite old songs or plays brings tears to his eyes and reduces the [Performance](compendium/skills.md#Performance) DC by 2. > -> - **Background** Mollwether was raised by wealthy parents who loved the arts and took him to the theater often. A scandal left the family broke, and Danphy clawed his way back up to a decent living. Becoming something of a slumlord, he owns several properties now and still feels he must exploit others to survive. -> - **Appearance** An elderly man in cheap dress clothes, Mr. Mollwether looks like he's never felt a moment of love for anyone in his whole life. -> - **Personality** Impatient, crotchety, skeptical -> - **Penalty** Antagonizing Mr. Mollwether by "sermonizing" or "wasting his time" causes him to cut the meeting short, reducing it to 2 rounds instead of 3. +> - **Background.** Mollwether was raised by wealthy parents who loved the arts and took him to the theater often. A scandal left the family broke, and Danphy clawed his way back up to a decent living. Becoming something of a slumlord, he owns several properties now and still feels he must exploit others to survive. +> - **Appearance.** An elderly man in cheap dress clothes, Mr. Mollwether looks like he's never felt a moment of love for anyone in his whole life. +> - **Personality.** Impatient, crotchety, skeptical +> - **Penalty.** Antagonizing Mr. Mollwether by "sermonizing" or "wasting his time" causes him to cut the meeting short, reducing it to 2 rounds instead of 3. > ``` ### Running an Influence Encounter diff --git a/rules/lost-omens-world-guide/chapter-10-saga-lands.md b/rules/lost-omens-world-guide/chapter-10-saga-lands.md index a7eed359b..e4a381261 100644 --- a/rules/lost-omens-world-guide/chapter-10-saga-lands.md +++ b/rules/lost-omens-world-guide/chapter-10-saga-lands.md @@ -8,12 +8,12 @@ aliases: ["chapter-10-saga-lands"] # Chapter 10: Saga Lands LOWG p. 108 -- **Nations** Irrisen, Lands of the Linnorm Kings, New Thassilon, Realm of the Mammoth Lords, Varisia -- **Peoples** Azlanti, Dwarven, Elven, Goblin, Gnome, Kellid, Shoanti, Taldan, Tien, Ulfen, Varisian -- **Languages** Common, Dwarven, Elven, Goblin, Gnomish, Hallit, Jotun, Shoanti, Skald, Thassilonian, Tien, Varisian -- **Factions** Firebrands, Pathfinder Society, Sczarni -- **Religions** [Abadar](compendium/setting/deities/abadar.md), [Cayden Cailean](compendium/setting/deities/cayden-cailean.md), [Desna](compendium/setting/deities/desna.md), [Gorum](compendium/setting/deities/gorum.md), [Lamashtu](compendium/setting/deities/lamashtu.md), [Nocticula](compendium/setting/deities/nocticula-logm.md) -- **Resources** Alcohol/Drugs, Armor/Weapons, Books/Lore, Cheese, Grain/Fruit, Jewelry/Gems, Livestock/Hides, Lumber, Magic Items, Ores, Ships +- **Nations.** Irrisen, Lands of the Linnorm Kings, New Thassilon, Realm of the Mammoth Lords, Varisia +- **Peoples.** Azlanti, Dwarven, Elven, Goblin, Gnome, Kellid, Shoanti, Taldan, Tien, Ulfen, Varisian +- **Languages.** Common, Dwarven, Elven, Goblin, Gnomish, Hallit, Jotun, Shoanti, Skald, Thassilonian, Tien, Varisian +- **Factions.** Firebrands, Pathfinder Society, Sczarni +- **Religions.** [Abadar](compendium/setting/deities/abadar.md), [Cayden Cailean](compendium/setting/deities/cayden-cailean.md), [Desna](compendium/setting/deities/desna.md), [Gorum](compendium/setting/deities/gorum.md), [Lamashtu](compendium/setting/deities/lamashtu.md), [Nocticula](compendium/setting/deities/nocticula-logm.md) +- **Resources.** Alcohol/Drugs, Armor/Weapons, Books/Lore, Cheese, Grain/Fruit, Jewelry/Gems, Livestock/Hides, Lumber, Magic Items, Ores, Ships > [!pf2-sidebar] TIMELINE > See page 110 of Lost Omens: World Guide diff --git a/rules/lost-omens-world-guide/chapter-11-shining-kingdoms.md b/rules/lost-omens-world-guide/chapter-11-shining-kingdoms.md index ba0136b2f..0ca952e19 100644 --- a/rules/lost-omens-world-guide/chapter-11-shining-kingdoms.md +++ b/rules/lost-omens-world-guide/chapter-11-shining-kingdoms.md @@ -8,12 +8,12 @@ aliases: ["chapter-11-shining-kingdoms"] # Chapter 11: Shining Kingdoms LOWG p. 120 -- **Nations** Andoran, Druma, Five Kings Mountains, Galt, Kyonin, Taldor -- **Peoples** Dwarven, Elven, Half-Elven, Gnome, Keleshite, Kellid, Taldan -- **Languages** Common, Dwarven, Elven, Gnomish, Hallit, Kelish -- **Factions** Eagle Knights, Lion Blades, [Prophecies of Kalistrade](compendium/setting/deities/prophecies-of-kalistrade.md) -- **Religions** [Abadar](compendium/setting/deities/abadar.md), [Calistria](compendium/setting/deities/calistria.md), [Erastil](compendium/setting/deities/erastil.md), [Iomedae](compendium/setting/deities/iomedae.md), [Sarenrae](compendium/setting/deities/sarenrae.md), [Torag](compendium/setting/deities/torag.md) -- **Resources** Alcohol/Drugs, Armor/Weapons, Cheese, Grain/Fruit/Vegetables, Jewelry/Gems, Livestock/Hides, Lumber, Luxury Goods, Ores, Ships, Textiles +- **Nations.** Andoran, Druma, Five Kings Mountains, Galt, Kyonin, Taldor +- **Peoples.** Dwarven, Elven, Half-Elven, Gnome, Keleshite, Kellid, Taldan +- **Languages.** Common, Dwarven, Elven, Gnomish, Hallit, Kelish +- **Factions.** Eagle Knights, Lion Blades, [Prophecies of Kalistrade](compendium/setting/deities/prophecies-of-kalistrade.md) +- **Religions.** [Abadar](compendium/setting/deities/abadar.md), [Calistria](compendium/setting/deities/calistria.md), [Erastil](compendium/setting/deities/erastil.md), [Iomedae](compendium/setting/deities/iomedae.md), [Sarenrae](compendium/setting/deities/sarenrae.md), [Torag](compendium/setting/deities/torag.md) +- **Resources.** Alcohol/Drugs, Armor/Weapons, Cheese, Grain/Fruit/Vegetables, Jewelry/Gems, Livestock/Hides, Lumber, Luxury Goods, Ores, Ships, Textiles > [!pf2-sidebar] TIMELINE > See page 122 of Lost Omens: World Guide diff --git a/rules/lost-omens-world-guide/chapter-2-absalom-and-starstone-isle.md b/rules/lost-omens-world-guide/chapter-2-absalom-and-starstone-isle.md index d9ee32613..b05fa7867 100644 --- a/rules/lost-omens-world-guide/chapter-2-absalom-and-starstone-isle.md +++ b/rules/lost-omens-world-guide/chapter-2-absalom-and-starstone-isle.md @@ -8,12 +8,12 @@ aliases: ["chapter-2-absalom-and-starstone-isle"] # Chapter 2: Absalom and Starstone Isle LOWG p. 12 -- **Nations** Absalom -- **Peoples** All -- **Languages** All -- **Factions** Firebrands, Knights of Lastwall, Pathfinder Society -- **Religions** [Abadar](compendium/setting/deities/abadar.md), [Cayden Cailean](compendium/setting/deities/cayden-cailean.md), [Iomedae](compendium/setting/deities/iomedae.md), [Irori](compendium/setting/deities/irori.md), [Norgorber](compendium/setting/deities/norgorber.md), [Shelyn](compendium/setting/deities/shelyn.md) -- **Resources** Alcohol/Drugs, Armor/Weapons, Books/Lore, Jewelry/Gems, Lumber, Luxury Goods and Art, Magic Items, Ores, Seafood, Ships, Skymetal, Textiles +- **Nations.** Absalom +- **Peoples.** All +- **Languages.** All +- **Factions.** Firebrands, Knights of Lastwall, Pathfinder Society +- **Religions.** [Abadar](compendium/setting/deities/abadar.md), [Cayden Cailean](compendium/setting/deities/cayden-cailean.md), [Iomedae](compendium/setting/deities/iomedae.md), [Irori](compendium/setting/deities/irori.md), [Norgorber](compendium/setting/deities/norgorber.md), [Shelyn](compendium/setting/deities/shelyn.md) +- **Resources.** Alcohol/Drugs, Armor/Weapons, Books/Lore, Jewelry/Gems, Lumber, Luxury Goods and Art, Magic Items, Ores, Seafood, Ships, Skymetal, Textiles > [!pf2-sidebar] TIMELINE > See page 14 of Lost Omens: World Guide diff --git a/rules/lost-omens-world-guide/chapter-3-broken-lands.md b/rules/lost-omens-world-guide/chapter-3-broken-lands.md index 335fd70af..d428d988e 100644 --- a/rules/lost-omens-world-guide/chapter-3-broken-lands.md +++ b/rules/lost-omens-world-guide/chapter-3-broken-lands.md @@ -8,12 +8,12 @@ aliases: ["chapter-3-broken-lands"] # Chapter 3: Broken Lands LOWG p. 24 -- **Nations** Brevoy, Mendev, Numeria, Razmiran, River Kingdoms, Sarkoris Scar -- **Peoples** Dwarven, Kellid, Taldan -- **Languages** Abyssal, Common, Draconic, Hallit, Skald, Varisian -- **Factions** Firebrands, Pathfinder Society, Razmir -- **Religions** [Abadar](compendium/setting/deities/abadar.md), [Cayden Cailean](compendium/setting/deities/cayden-cailean.md), [Desna](compendium/setting/deities/desna.md), [Gorum](compendium/setting/deities/gorum.md), [Iomedae](compendium/setting/deities/iomedae.md), [Lamashtu](compendium/setting/deities/lamashtu.md) -- **Resources** Alcohol/Drugs, Armor/Weapons, Cheese, Grain/Fruit/Vegetables, Jewelry/Gems, Livestock/Hides, Mercenaries, Skymetal, Technology, Textiles +- **Nations.** Brevoy, Mendev, Numeria, Razmiran, River Kingdoms, Sarkoris Scar +- **Peoples.** Dwarven, Kellid, Taldan +- **Languages.** Abyssal, Common, Draconic, Hallit, Skald, Varisian +- **Factions.** Firebrands, Pathfinder Society, Razmir +- **Religions.** [Abadar](compendium/setting/deities/abadar.md), [Cayden Cailean](compendium/setting/deities/cayden-cailean.md), [Desna](compendium/setting/deities/desna.md), [Gorum](compendium/setting/deities/gorum.md), [Iomedae](compendium/setting/deities/iomedae.md), [Lamashtu](compendium/setting/deities/lamashtu.md) +- **Resources.** Alcohol/Drugs, Armor/Weapons, Cheese, Grain/Fruit/Vegetables, Jewelry/Gems, Livestock/Hides, Mercenaries, Skymetal, Technology, Textiles > [!pf2-sidebar] TIMELINE > See page 26 of Lost Omens: World Guide diff --git a/rules/lost-omens-world-guide/chapter-4-eye-of-dread.md b/rules/lost-omens-world-guide/chapter-4-eye-of-dread.md index 3fee5ec62..89520c2c9 100644 --- a/rules/lost-omens-world-guide/chapter-4-eye-of-dread.md +++ b/rules/lost-omens-world-guide/chapter-4-eye-of-dread.md @@ -8,12 +8,12 @@ aliases: ["chapter-4-eye-of-dread"] # Chapter 4: Eye of Dread LOWG p. 36 -- **Nations** Belkzen, Gravelands, Molthune, Nirmathas, Oprak, Ustalav -- **Peoples** Dwarven, Goblin, Half-orc, Kellid, Taldan, Varisian -- **Languages** Common, Goblin, Hallit, Necril, Orcish, Varisian -- **Factions** [Esoteric Order of the Palatine Eye](compendium/setting/deities/esoteric-order-of-the-palatine-eye-logm.md), Magaambya, [Whispering Way](compendium/setting/deities/whispering-way.md) -- **Religions** [Desna](compendium/setting/deities/desna.md), [Erastil](compendium/setting/deities/erastil.md), [Iomedae](compendium/setting/deities/iomedae.md), [Pharasma](compendium/setting/deities/pharasma.md), [Rovagug](compendium/setting/deities/rovagug.md), [Urgathoa](compendium/setting/deities/urgathoa.md) -- **Resources** Armor/Weapons, Books/Lore, Grain/Fruit/Vegetables, Jewelry/Gems, Livestock/Hides, Lumber, Mercenaries, Ores +- **Nations.** Belkzen, Gravelands, Molthune, Nirmathas, Oprak, Ustalav +- **Peoples.** Dwarven, Goblin, Half-orc, Kellid, Taldan, Varisian +- **Languages.** Common, Goblin, Hallit, Necril, Orcish, Varisian +- **Factions.** [Esoteric Order of the Palatine Eye](compendium/setting/deities/esoteric-order-of-the-palatine-eye-logm.md), Magaambya, [Whispering Way](compendium/setting/deities/whispering-way.md) +- **Religions.** [Desna](compendium/setting/deities/desna.md), [Erastil](compendium/setting/deities/erastil.md), [Iomedae](compendium/setting/deities/iomedae.md), [Pharasma](compendium/setting/deities/pharasma.md), [Rovagug](compendium/setting/deities/rovagug.md), [Urgathoa](compendium/setting/deities/urgathoa.md) +- **Resources.** Armor/Weapons, Books/Lore, Grain/Fruit/Vegetables, Jewelry/Gems, Livestock/Hides, Lumber, Mercenaries, Ores > [!pf2-sidebar] TIMELINE > See page 38 of Lost Omens: World Guide diff --git a/rules/lost-omens-world-guide/chapter-5-golden-road.md b/rules/lost-omens-world-guide/chapter-5-golden-road.md index e6b8ee16b..e1a46c6a6 100644 --- a/rules/lost-omens-world-guide/chapter-5-golden-road.md +++ b/rules/lost-omens-world-guide/chapter-5-golden-road.md @@ -8,12 +8,12 @@ aliases: ["chapter-5-golden-road"] # Chapter 5: Golden Road LOWG p. 48 -- **Nations** Katapesh, Osirion, Qadira, Rahaddum, Thuvia -- **Peoples** Dwarf, Garundi, Gnome, Hafling, Keleshite, Mwangi, Taldan, Tien, Vudrani -- **Languages** Common, Kelish, Mwangi, Osiriani, Vudrani, Tien -- **Factions** [Esoteric Order of the Palatine Eye](compendium/setting/deities/esoteric-order-of-the-palatine-eye-logm.md), Night Heralds, Pathfinder Society -- **Religions** [Abadar](compendium/setting/deities/abadar.md), [Gozreh](compendium/setting/deities/gozreh.md), [Nethys](compendium/setting/deities/nethys.md), [Pharasma](compendium/setting/deities/pharasma.md), [Rovagug](compendium/setting/deities/rovagug.md), [Sarenrae](compendium/setting/deities/sarenrae.md) -- **Resources** Alcohol/Drugs, Books/Lore, Grain/Fruit/Vegetables, Luxury Goods, Magic Items, Ores, Ships, Spices/Salt +- **Nations.** Katapesh, Osirion, Qadira, Rahaddum, Thuvia +- **Peoples.** Dwarf, Garundi, Gnome, Hafling, Keleshite, Mwangi, Taldan, Tien, Vudrani +- **Languages.** Common, Kelish, Mwangi, Osiriani, Vudrani, Tien +- **Factions.** [Esoteric Order of the Palatine Eye](compendium/setting/deities/esoteric-order-of-the-palatine-eye-logm.md), Night Heralds, Pathfinder Society +- **Religions.** [Abadar](compendium/setting/deities/abadar.md), [Gozreh](compendium/setting/deities/gozreh.md), [Nethys](compendium/setting/deities/nethys.md), [Pharasma](compendium/setting/deities/pharasma.md), [Rovagug](compendium/setting/deities/rovagug.md), [Sarenrae](compendium/setting/deities/sarenrae.md) +- **Resources.** Alcohol/Drugs, Books/Lore, Grain/Fruit/Vegetables, Luxury Goods, Magic Items, Ores, Ships, Spices/Salt > [!pf2-sidebar] TIMELINE > See page 50 of Lost Omens: World Guide diff --git a/rules/lost-omens-world-guide/chapter-6-high-seas.md b/rules/lost-omens-world-guide/chapter-6-high-seas.md index 68213930d..03e50e86f 100644 --- a/rules/lost-omens-world-guide/chapter-6-high-seas.md +++ b/rules/lost-omens-world-guide/chapter-6-high-seas.md @@ -8,12 +8,12 @@ aliases: ["chapter-6-high-seas"] # Chapter 6: High Seas LOWG p. 60 -- **Nations** Hermea, Mediogalti Island, The Shackles, Mordant Spire -- **Peoples** All -- **Languages** Azlanti, Common, Elven, Hallit, Infernal, Mwangi, Skald -- **Factions** Firebrands, Free Captains, Red Mantis -- **Religions** [Achaekek](compendium/setting/deities/achaekek-logm.md), [Besmara](compendium/setting/deities/besmara-logm.md), [Calistria](compendium/setting/deities/calistria.md), [Cayden Cailean](compendium/setting/deities/cayden-cailean.md), [Gozreh](compendium/setting/deities/gozreh.md), [Norgorber](compendium/setting/deities/norgorber.md) -- **Resources** Alcohol/Drugs, Luxury Goods, Magic Items, Mercenaries, Seafood, Ships, Spices/Salt +- **Nations.** Hermea, Mediogalti Island, The Shackles, Mordant Spire +- **Peoples.** All +- **Languages.** Azlanti, Common, Elven, Hallit, Infernal, Mwangi, Skald +- **Factions.** Firebrands, Free Captains, Red Mantis +- **Religions.** [Achaekek](compendium/setting/deities/achaekek-logm.md), [Besmara](compendium/setting/deities/besmara-logm.md), [Calistria](compendium/setting/deities/calistria.md), [Cayden Cailean](compendium/setting/deities/cayden-cailean.md), [Gozreh](compendium/setting/deities/gozreh.md), [Norgorber](compendium/setting/deities/norgorber.md) +- **Resources.** Alcohol/Drugs, Luxury Goods, Magic Items, Mercenaries, Seafood, Ships, Spices/Salt > [!pf2-sidebar] TIMELINE > See page 62 of Lost Omens: World Guide diff --git a/rules/lost-omens-world-guide/chapter-7-impossible-lands.md b/rules/lost-omens-world-guide/chapter-7-impossible-lands.md index b84fa9260..fd846bfcd 100644 --- a/rules/lost-omens-world-guide/chapter-7-impossible-lands.md +++ b/rules/lost-omens-world-guide/chapter-7-impossible-lands.md @@ -8,12 +8,12 @@ aliases: ["chapter-7-impossible-lands"] # Chapter 7: Impossible Lands LOWG p. 72 -- **Nations** Alkenstar, Geb, Jalmeray, Mana Wastes, Nex -- **Peoples** Dwarf, Garundi, Gnome, Keleshite, Mwangi, Vudrani -- **Languages** Common, Dwarven, Gnomish, Kelish, Mwangi, Necril, Osiriani, Vudrani -- **Factions** Arclords of Nex, Pathfinder Society, [Whispering Way](compendium/setting/deities/whispering-way.md) -- **Religions** [Abadar](compendium/setting/deities/abadar.md), [Irori](compendium/setting/deities/irori.md), [Nethys](compendium/setting/deities/nethys.md), [Torag](compendium/setting/deities/torag.md), [Urgathoa](compendium/setting/deities/urgathoa.md), [Zon-Kuthon](compendium/setting/deities/zon-kuthon.md) -- **Resources** Alcohol/Drugs, Books/Lore, Luxury Goods, Magic Items, Ores, Seafood, Spices/Salt, Technology +- **Nations.** Alkenstar, Geb, Jalmeray, Mana Wastes, Nex +- **Peoples.** Dwarf, Garundi, Gnome, Keleshite, Mwangi, Vudrani +- **Languages.** Common, Dwarven, Gnomish, Kelish, Mwangi, Necril, Osiriani, Vudrani +- **Factions.** Arclords of Nex, Pathfinder Society, [Whispering Way](compendium/setting/deities/whispering-way.md) +- **Religions.** [Abadar](compendium/setting/deities/abadar.md), [Irori](compendium/setting/deities/irori.md), [Nethys](compendium/setting/deities/nethys.md), [Torag](compendium/setting/deities/torag.md), [Urgathoa](compendium/setting/deities/urgathoa.md), [Zon-Kuthon](compendium/setting/deities/zon-kuthon.md) +- **Resources.** Alcohol/Drugs, Books/Lore, Luxury Goods, Magic Items, Ores, Seafood, Spices/Salt, Technology > [!pf2-sidebar] TIMELINE > See page 74 of Lost Omens: World Guide diff --git a/rules/lost-omens-world-guide/chapter-8-mwangi-expanse.md b/rules/lost-omens-world-guide/chapter-8-mwangi-expanse.md index 42de0ef6f..eccb9145d 100644 --- a/rules/lost-omens-world-guide/chapter-8-mwangi-expanse.md +++ b/rules/lost-omens-world-guide/chapter-8-mwangi-expanse.md @@ -8,12 +8,12 @@ aliases: ["chapter-8-mwangi-expanse"] # Chapter 8: Mwangi Expanse LOWG p. 84 -- **Nations** Bloodcove, Kibwe, Mzali, Nantambu, Senghor, Usaro, Vidrian -- **Peoples** Elven, Garundi, Hafling, Mwangi, Taldan -- **Languages** Common, Elven, Garundi, Halfling, Mwangi -- **Factions** Aspis Consortium, [Green Faith](compendium/setting/deities/green-faith.md), Magaambya -- **Religions** [Abadar](compendium/setting/deities/abadar.md), [Calistria](compendium/setting/deities/calistria.md), [Gozreh](compendium/setting/deities/gozreh.md), [Norgorber](compendium/setting/deities/norgorber.md), [Sarenrae](compendium/setting/deities/sarenrae.md), [Shelyn](compendium/setting/deities/shelyn.md) -- **Resources** Books/Lore, Grain/Vegetables, Livestock/Hides, Lumber, Luxury Goods, Magic Items, Ores, Seafood, Ships, Textiles +- **Nations.** Bloodcove, Kibwe, Mzali, Nantambu, Senghor, Usaro, Vidrian +- **Peoples.** Elven, Garundi, Hafling, Mwangi, Taldan +- **Languages.** Common, Elven, Garundi, Halfling, Mwangi +- **Factions.** Aspis Consortium, [Green Faith](compendium/setting/deities/green-faith.md), Magaambya +- **Religions.** [Abadar](compendium/setting/deities/abadar.md), [Calistria](compendium/setting/deities/calistria.md), [Gozreh](compendium/setting/deities/gozreh.md), [Norgorber](compendium/setting/deities/norgorber.md), [Sarenrae](compendium/setting/deities/sarenrae.md), [Shelyn](compendium/setting/deities/shelyn.md) +- **Resources.** Books/Lore, Grain/Vegetables, Livestock/Hides, Lumber, Luxury Goods, Magic Items, Ores, Seafood, Ships, Textiles > [!pf2-sidebar] TIMELINE > See page 86 of Lost Omens: World Guide diff --git a/rules/lost-omens-world-guide/chapter-9-old-cheliax.md b/rules/lost-omens-world-guide/chapter-9-old-cheliax.md index 9a4472819..e5a918366 100644 --- a/rules/lost-omens-world-guide/chapter-9-old-cheliax.md +++ b/rules/lost-omens-world-guide/chapter-9-old-cheliax.md @@ -8,12 +8,12 @@ aliases: ["chapter-9-old-cheliax"] # Chapter 9: Old Cheliax LOWG p. 96 -- **Nations** Cheliax, Isger, Nidal, Ravounel -- **Peoples** Gnome, Goblin, Hafling, Nidalese, Taldan, Varisian -- **Languages** Common, Gnomish, Goblin, Halfling, Infernal, Shadowtongue, Varisian -- **Factions** Bellflower Network, Firebrands, Hellknights -- **Religions** [Asmodeus](compendium/setting/deities/asmodeus.md), [Desna](compendium/setting/deities/desna.md), [Erastil](compendium/setting/deities/erastil.md), [Norgorber](compendium/setting/deities/norgorber.md), [Shelyn](compendium/setting/deities/shelyn.md), [Zon-Kuthon](compendium/setting/deities/zon-kuthon.md) -- **Resources** Alcohol/Drugs, Armor/Weapons, Jewelry/Gems, Livestock/Hides, Lumber, Luxury Goods, Mercenaries, Ores, Seafood, Ships, Spices/Salt, Textiles +- **Nations.** Cheliax, Isger, Nidal, Ravounel +- **Peoples.** Gnome, Goblin, Hafling, Nidalese, Taldan, Varisian +- **Languages.** Common, Gnomish, Goblin, Halfling, Infernal, Shadowtongue, Varisian +- **Factions.** Bellflower Network, Firebrands, Hellknights +- **Religions.** [Asmodeus](compendium/setting/deities/asmodeus.md), [Desna](compendium/setting/deities/desna.md), [Erastil](compendium/setting/deities/erastil.md), [Norgorber](compendium/setting/deities/norgorber.md), [Shelyn](compendium/setting/deities/shelyn.md), [Zon-Kuthon](compendium/setting/deities/zon-kuthon.md) +- **Resources.** Alcohol/Drugs, Armor/Weapons, Jewelry/Gems, Livestock/Hides, Lumber, Luxury Goods, Mercenaries, Ores, Seafood, Ships, Spices/Salt, Textiles > [!pf2-sidebar] TIMELINE > See page 98 of Lost Omens: World Guide diff --git a/rules/tables/adventuring-gear.md b/rules/tables/adventuring-gear.md index 022aa685a..e286d2b5c 100644 --- a/rules/tables/adventuring-gear.md +++ b/rules/tables/adventuring-gear.md @@ -8,108 +8,359 @@ aliases: ["Adventuring Gear"] # Adventuring Gear *Source: Core Rulebook p. 288* -| Item | Price | Bulk | Hands | -|------|-------|------|-------| -| [Adventurer's pack](compendium/equipment/items/adventurers-pack.md) | 15 sp | 1 | — | -| multiRow | | -| multiRow | | -| [Alchemist's tools](compendium/equipment/items/alchemists-tools.md) | 3 gp | 1 | 2 | -| multiRow | | -| multiRow | | -| [Backpack](compendium/equipment/items/backpack.md) | 1 sp | — | — | -| [Basic crafter's book](compendium/equipment/items/basic-crafters-book.md) | 1 sp | L | 2 | -| [Bedroll](compendium/equipment/items/bedroll.md) | 2 cp | L | — | -| [Caltrops](compendium/equipment/items/caltrops.md) | 3 sp | L | 1 | -| [Candle (10)](compendium/equipment/items/candle-10.md) | 1 cp | — | 1 | -| [Chain (10 feet)](compendium/equipment/items/chain-10-feet.md) | 4 gp | 1 | 2 | -| [Chalk (10)](compendium/equipment/items/chalk-10.md) | 1 cp | — | 1 | -| [Chest](compendium/equipment/items/chest.md) | 6 sp | 2 | 2 | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| [Cookware](compendium/equipment/items/cookware.md) | 1 gp | 2 | 2 | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| [Flint and steel](compendium/equipment/items/flint-and-steel.md) | 5 cp | — | 2 | -| [Formula book (blank)](compendium/equipment/items/formula-book-blank.md) | 1 gp | L | 1 | -| [Grappling hook](compendium/equipment/items/grappling-hook.md) | 1 sp | L | 1 | -| [Hammer](compendium/equipment/items/hammer.md) | 1 sp | L | 1 | -| multiRow | | -| multiRow | | -| [Holly and mistletoe](compendium/equipment/items/holly-and-mistletoe.md) | 0 | — | 1 | -| [Hourglass](compendium/equipment/items/hourglass.md) | 3 gp | L | 1 | -| [Ladder (10-foot)](compendium/equipment/items/ladder-10-foot.md) | 3 cp | 3 | 2 | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| [Magnifying glass](compendium/equipment/items/magnifying-glass.md) (level 3) | 40 gp | — | 1 | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| [Material component pouch](compendium/equipment/items/material-component-pouch.md) | 5 sp | L | 1 | -| [Merchant's scale](compendium/equipment/items/merchants-scale.md) | 2 sp | L | 2 | -| [Mirror](compendium/equipment/items/mirror.md) | 1 gp | — | 1 | -| [Mug](compendium/equipment/items/mug.md) | 1 cp | — | 1 | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| [Oil (1 pint)](compendium/equipment/items/oil-1-pint.md) | 1 cp | — | 2 | -| [Piton](compendium/equipment/items/piton.md) | 1 cp | — | 1 | -| [Rations (1 week)](compendium/equipment/items/rations-1-week.md) | 4 sp | L | 1 | -| multiRow | | -| multiRow | | -| multiRow | | -| [Religious text](compendium/equipment/items/religious-text.md) | 1 gp | L | 1 | -| multiRow | | -| multiRow | | -| [Rope (50 feet)](compendium/equipment/items/rope-50-feet.md) | 5 sp | L | 2 | -| [Sack (5)](compendium/equipment/items/sack-5.md) | 1 cp | L | 1 | -| [Saddlebags](compendium/equipment/items/saddlebags.md) | 2 sp | L | 2 | -| [Signal whistle](compendium/equipment/items/signal-whistle.md) | 8 cp | — | 1 | -| multiRow | | -| multiRow | | -| [Soap](compendium/equipment/items/soap.md) | 2 cp | — | 1 | -| [Spellbook (blank)](compendium/equipment/items/spellbook-blank.md) | 1 gp | L | 1 | -| multiRow | | -| multiRow | | -| [Tack](compendium/equipment/items/tack.md) | 4 gp | 1 | — | -| [Ten-foot pole](compendium/equipment/items/ten-foot-pole.md) | 1 cp | 1 | 2 | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| [Torch](compendium/equipment/items/torch.md) | 1 cp | L | 1 | -| [Waterskin](compendium/equipment/items/waterskin.md) | 5 cp | L | 1 | -| multiRow | | -| multiRow | | \ No newline at end of file + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
ItemPriceBulkHands
[Adventurer's pack](compendium/equipment/items/adventurers-pack.md)15 sp1
[Alchemist's lab](compendium/equipment/items/alchemists-lab.md)
Expanded alchemist's lab (level 3)
5 gp
55 gp
6
6
2
2
[Alchemist's tools](compendium/equipment/items/alchemists-tools.md)3 gp12
[Artisan's tools](compendium/equipment/items/artisans-tools.md)
Sterling artisan's tools (level 3)
4 gp
50 gp
2
2
2
2
[Backpack](compendium/equipment/items/backpack.md)1 sp
[Basic crafter's book](compendium/equipment/items/basic-crafters-book.md)1 spL2
[Bedroll](compendium/equipment/items/bedroll.md)2 cpL
[Caltrops](compendium/equipment/items/caltrops.md)3 spL1
[Candle (10)](compendium/equipment/items/candle-10.md)1 cp1
[Chain (10 feet)](compendium/equipment/items/chain-10-feet.md)4 gp12
[Chalk (10)](compendium/equipment/items/chalk-10.md)1 cp1
[Chest](compendium/equipment/items/chest.md)6 sp22
[Climbing kit](compendium/equipment/items/climbing-kit.md)
Extreme climbing kit (level 3)
5 sp
40 gp
1
1
2
2
[Clothing](compendium/equipment/items/clothing.md)
Ordinary
[Explorer's](compendium/equipment/items/explorers-clothing.md)
Fine
High-fashion fine (level 3)
Winter

1 sp
1 sp
2 gp
55 gp
4 sp


L
L
L
L





[Compass](compendium/equipment/items/compass.md)
Lensatic compass (level 3)
1 gp
20 gp

1
1
[Cookware](compendium/equipment/items/cookware.md)1 gp22
[Crowbar](compendium/equipment/items/crowbar.md)
Levered crowbar (level 3)
5 sp
20 gp
L
L
2
2
[Disguise kit](compendium/equipment/items/disguise-kit.md)
[Replacement cosmetics](compendium/equipment/items/replacement-cosmetics.md)
Elite disguise kit (level 3)
Elite cosmetics (level 3)
2 gp
1 sp
40 gp
5 sp
L

L
2

2
[Fishing tackle](compendium/equipment/items/fishing-tackle.md)
Professional fishing tackle (level 3)
8 sp
20 gp
1
1
2
2
[Flint and steel](compendium/equipment/items/flint-and-steel.md)5 cp2
[Formula book (blank)](compendium/equipment/items/formula-book-blank.md)1 gpL1
[Grappling hook](compendium/equipment/items/grappling-hook.md)1 spL1
[Hammer](compendium/equipment/items/hammer.md)1 spL1
[Healer's tools](compendium/equipment/items/healers-tools.md)
Expanded healer's tools (level 3)
5 gp
50 gp
1
1
2
2
[Holly and mistletoe](compendium/equipment/items/holly-and-mistletoe.md)01
[Hourglass](compendium/equipment/items/hourglass.md)3 gpL1
[Ladder (10-foot)](compendium/equipment/items/ladder-10-foot.md)3 cp32
Lantern
Bull's eye
Hooded

1 gp
7 sp

1
L

1
1
Lock
Poor lock (level 0)
Simple lock (level 1)
Average lock (level 3)
Good lock (level 9)
Superior lock (level 17)

2 sp
2 gp
15 gp
200 gp
4,500 gp






2
2
2
2
2
[Magnifying glass](compendium/equipment/items/magnifying-glass.md) (level 3)40 gp1
Manacles
Poor manacles (level 0)
Simple manacles (level 1)
Average manacles (level 3)
Good manacles (level 9)
Superior manacles (level 17)

2 sp
3 gp
20 gp
250 gp
5,000 gp






2
2
2
2
2
[Material component pouch](compendium/equipment/items/material-component-pouch.md)5 spL1
[Merchant's scale](compendium/equipment/items/merchants-scale.md)2 spL2
[Mirror](compendium/equipment/items/mirror.md)1 gp1
[Mug](compendium/equipment/items/mug.md)1 cp1
Musical instrument
Handheld
Virtuoso handheld (level 3)
Heavy
Virtuoso heavy (level 3)

8 sp
50 gp
2 gp
100 gp

1
1
16
16

2
2
2
2
[Oil (1 pint)](compendium/equipment/items/oil-1-pint.md)1 cp2
[Piton](compendium/equipment/items/piton.md)1 cp1
[Rations (1 week)](compendium/equipment/items/rations-1-week.md)4 spL1
Religious symbol
Wooden
Silver

1 sp
2 gp

L
L

1
1
[Religious text](compendium/equipment/items/religious-text.md)1 gpL1
[Repair kit](compendium/equipment/items/repair-kit.md)
Superb repair kit (level 3)
2 gp
25 gp
1
1
2
2
[Rope (50 feet)](compendium/equipment/items/rope-50-feet.md)5 spL2
[Sack (5)](compendium/equipment/items/sack-5.md)1 cpL1
[Saddlebags](compendium/equipment/items/saddlebags.md)2 spL2
[Signal whistle](compendium/equipment/items/signal-whistle.md)8 cp1
[Snare kit](compendium/equipment/items/snare-kit.md)
Specialist snare kit (level 3)
5 gp
55 gp
2
2
2
2
[Soap](compendium/equipment/items/soap.md)2 cp1
[Spellbook (blank)](compendium/equipment/items/spellbook-blank.md)1 gpL1
[Spyglass](compendium/equipment/items/spyglass.md)
Fine spyglass (level 4)
20 gp
80 gp
L
L
2
2
[Tack](compendium/equipment/items/tack.md)4 gp1
[Ten-foot pole](compendium/equipment/items/ten-foot-pole.md)1 cp12
Tent
Pup
Four-person
Pavilion (level 2)

8 sp
5 gp
40 gp

L
1
12

2
2
2
[Thieves' tools](compendium/equipment/items/thieves-tools.md)
[Replacement picks](compendium/equipment/items/replacement-picks.md)
Infiltrator thieves' tools (level 3)
Infiltrator picks (level 3)
3 gp
3 sp
50 gp
3 gp
L

L
2

2
Tool
Long tool
Short tool

1 gp
4 sp

1
L

2
1 or 2
[Torch](compendium/equipment/items/torch.md)1 cpL1
[Waterskin](compendium/equipment/items/waterskin.md)5 cpL1
[Writing set](compendium/equipment/items/writing-set.md)
[Extra ink and paper](compendium/equipment/items/extra-ink-and-paper.md)
1 gp
1 sp
L
2
\ No newline at end of file diff --git a/rules/tables/alkenstar-services-ooa1.md b/rules/tables/alkenstar-services-ooa1.md index df32da38c..af3ea267b 100644 --- a/rules/tables/alkenstar-services-ooa1.md +++ b/rules/tables/alkenstar-services-ooa1.md @@ -8,19 +8,35 @@ aliases: ["Alkenstar Services"] # Alkenstar Services *Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 81* -| Service | Price | -|---------|-------| -| Black powder tattoo (per 4 hours) | 5 gp | -| Bulletworks use (per day) | 1 gp | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| Firearm repair (per day) | 2 gp | -| Spellcasting services | ×2* | -| multiRow | | -| multiRow | | + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
ServicePrice
Black powder tattoo (per 4 hours)5 gp
Bulletworks use (per day)1 gp
Clockwork rentals (per day)
Clockwork lookout
Clockwork pack mule
Clockwork servant
Clockwork mount
Clockwork carriage

1 sp
2 sp
1 gp
2 gp
8 gp
Firearm repair (per day)2 gp
Spellcasting services×2*
Workshop rental (per day)
Including expert assistance
1 gp
3 gp
* Spellcasting services in Alkenstar usually cost twice the amount listed on [Table 6–15: Spellcasting Services](rules/tables/spellcasting-services.md). \ No newline at end of file diff --git a/rules/tables/animal-instincts.md b/rules/tables/animal-instincts.md index 40ce6ed32..d80ebb8e9 100644 --- a/rules/tables/animal-instincts.md +++ b/rules/tables/animal-instincts.md @@ -8,17 +8,65 @@ aliases: ["Animal Instincts"] # Animal Instincts *Source: Core Rulebook p. 86* -| Animal | Attack | Damage | Traits | -|--------|--------|--------|--------| -| Ape | Fist | `1d10` B | [Grapple](rules/traits/grapple.md "Grapple Weapon Trait"), [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") | -| multiRow | | -| multiRow | | -| Bull | Horn | `1d10` P | [Shove](rules/traits/shove.md "Shove Weapon Trait"), [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") | -| multiRow | | -| multiRow | | -| Deer | Antler | `1d10` P | [Grapple](rules/traits/grapple.md "Grapple Weapon Trait"), [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") | -| multiRow | | -| multiRow | | -| Shark | Jaws | `1d10` P | [Grapple](rules/traits/grapple.md "Grapple Weapon Trait"), [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") | -| Snake | Fangs | `1d10` P | [Grapple](rules/traits/grapple.md "Grapple Weapon Trait"), [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") | -| Wolf | Jaws | `1d10` P | [Trip](rules/traits/trip.md "Trip Weapon Trait"), [Unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") | \ No newline at end of file + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
AnimalAttackDamageTraits
ApeFist`1d10` B[Grapple](rules/traits/grapple.md "Grapple Weapon Trait"), [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait")
Bear
Jaws
Claws
`1d10` P
`1d6` S
[Unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait")
[Agile](rules/traits/agile.md "Agile Weapon Trait"), [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait")
BullHorn`1d10` P[Shove](rules/traits/shove.md "Shove Weapon Trait"), [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait")
Cat
Jaws
Claws
`1d10` P
`1d6` S
[Unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait")
[Agile](rules/traits/agile.md "Agile Weapon Trait"), [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait")
DeerAntler`1d10` P[Grapple](rules/traits/grapple.md "Grapple Weapon Trait"), [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait")
Frog
Jaws
Tongue
`1d10` B
`1d4` B
[Unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait")
[Agile](rules/traits/agile.md "Agile Weapon Trait"), [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait")
SharkJaws`1d10` P[Grapple](rules/traits/grapple.md "Grapple Weapon Trait"), [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait")
SnakeFangs`1d10` P[Grapple](rules/traits/grapple.md "Grapple Weapon Trait"), [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait")
WolfJaws`1d10` P[Trip](rules/traits/trip.md "Trip Weapon Trait"), [Unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait")
\ No newline at end of file diff --git a/rules/tables/animals.md b/rules/tables/animals.md index cd776e3f5..09393ff7f 100644 --- a/rules/tables/animals.md +++ b/rules/tables/animals.md @@ -8,17 +8,27 @@ aliases: ["Animals"] # Animals *Source: Core Rulebook p. 294* -| Animal | Rental Price* (per day) | Purchase Price | -|--------|-------------------------|----------------| -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | + + + + + + + + + + + + + + + + + + + + + +
AnimalRental Price* (per day)Purchase Price
Dog
Guard dog
Riding dog

1 cp per day
6 cp per day

2 sp
4 gp
Horse
Riding horse
Warhorse
Pack animal

1 sp per day
1 gp per day
2 cp per day

8 gp
30 gp (level 2)
2 gp
Pony
Riding pony
Warpony

8 cp per day
8 sp per day

7 gp
24 gp (level 2)
* Might require a deposit equal to the purchase Price. \ No newline at end of file diff --git a/rules/tables/basic-services-and-consumables.md b/rules/tables/basic-services-and-consumables.md index 76860b473..d0e624a31 100644 --- a/rules/tables/basic-services-and-consumables.md +++ b/rules/tables/basic-services-and-consumables.md @@ -8,30 +8,53 @@ aliases: ["Basic Services and Consumables"] # Basic Services and Consumables *Source: Core Rulebook p. 294* -| Item | Price | Bulk | Hands | -|------|-------|------|-------| -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| Stabling (1 day) | 2 cp | | | -| Toll | at least 1 cp | | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | \ No newline at end of file + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
ItemPriceBulkHands
Beverages
Mug of ale
Keg of ale
Pot of coffee or tea
Bottle of wine
Bottle of fine wine

1 cp
2 sp
2 cp
1 sp
1 gp

L
2
L
L
L

1
2
1
1
1
Hireling (1 day)
Unskilled
Skilled

1 sp
5 sp




Lodging (1 day)
Floor space
Bed (for 1)
Private room (for 2)
Extravagant suite (for 6)

3 cp
1 sp
8 sp
10 gp








Meals
Poor meal
Square meal
Fine dining

1 cp
3 cp
1 gp

L
L
L

2
2
2
Stabling (1 day)2 cp
Tollat least 1 cp
Transportation (per 5 miles)
Caravan
Carriage
Ferry or riverboat
Sailing ship

3 cp
2 sp
4 cp
6 cp








\ No newline at end of file diff --git a/rules/tables/gate-junction-roe.md b/rules/tables/gate-junction-roe.md index f265b411f..171b9de26 100644 --- a/rules/tables/gate-junction-roe.md +++ b/rules/tables/gate-junction-roe.md @@ -6,7 +6,7 @@ tags: aliases: ["Gate Junction"] --- # Gate Junction -*Source: RoE p. 18* +*Source: Rage of Elements p. 18* | Air Gate Junctions | |--------------------| @@ -35,8 +35,8 @@ aliases: ["Gate Junction"] | Metal Gate Junctions | |----------------------| | **Critical Blast** The target takes `1d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage); if the creature has the metal trait or is made of metal, it instead takes `1d6` [persistent damage](rules/conditions.md#Persistent%20Damage) with no type from rust. You gain an item bonus to this persistent damage equal to your item bonus to impulse attack rolls, such as from a gate attenuator. | -| **Elemental Resistance** [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait"), metal | -| **Aura Junction** Your enemies in the aura take a –1 status penalty to attacks with metal objects, and they take a –1 status penalty to AC if they're wearing metal armor, have the metal trait, or are made of metal. | +| **Elemental Resistance** [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait"), [metal](rules/traits/metal-roe.md "Metal Energy & Element Trait") | +| **Aura Junction** Your enemies in the aura take a –1 status penalty to attacks with metal objects, and they take a –1 status penalty to AC if they're wearing metal armor, have the [metal](rules/traits/metal-roe.md "Metal Energy & Element Trait") trait, or are made of metal. | | **Skill Junction** [Crafting](compendium/skills.md#Crafting), [Quick Repair](compendium/feats/quick-repair.md) | ^gate-junction-20 @@ -51,6 +51,6 @@ aliases: ["Gate Junction"] | Wood Gate Junctions | |---------------------| | **Critical Blast** If the target of the critical hit is adjacent to a surface, roots entangle it. The target is [immobilized](rules/conditions.md#Immobilized) and must spend an [Interact](rules/actions/interact.md) action to attempt a DC 10 [Athletics](compendium/skills.md#Athletics) check to pull itself free. The target doesn't become stuck if it is incorporeal, is liquid, or could otherwise escape without effort. | -| **Elemental Resistance** [poison](rules/traits/poison.md "Poison Effect Trait"), wood | +| **Elemental Resistance** [poison](rules/traits/poison.md "Poison Effect Trait"), [wood](rules/traits/wood-roe.md "Wood Energy & Element Trait") | | **Aura Junction** Life-giving blossoms spring up around you. Any ally that begins its turn in the aura gains 1 temporary Hit Point that lasts until the start of its next turn. This increases to 2 temporary Hit Points if you're 10th level or higher and to 3 temporary Hit Points if you're 15th level or higher. | | **Skill Junction** [Survival](compendium/skills.md#Survival), [Terrain Expertise](compendium/feats/terrain-expertise.md) (forest) | \ No newline at end of file diff --git a/rules/tables/ranged-weapons.md b/rules/tables/ranged-weapons.md index ec53b3d36..79e19ef0e 100644 --- a/rules/tables/ranged-weapons.md +++ b/rules/tables/ranged-weapons.md @@ -8,37 +8,183 @@ aliases: ["Ranged Weapons"] # Ranged Weapons *Source: Core Rulebook p. 280* -| Simple Weapons | Price | Damage | Range | Reload | Bulk | Hands | Group | Weapon Traits | -|----------------|-------|--------|-------|--------|------|-------|-------|---------------| -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| [Dart](compendium/equipment/items/dart.md) | 1 cp | `1d4` P | 20 ft. | — | L | 1 | Dart | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [thrown](rules/traits/thrown.md "Thrown Weapon Trait") | -| multiRow | | -| multiRow | | -| [Javelin](compendium/equipment/items/javelin.md) | 1 sp | `1d6` P | 30 ft. | — | L | 1 | Dart | [Thrown](rules/traits/thrown.md "Thrown Weapon Trait") | -| multiRow | | -| multiRow | | -^ranged-weapons-6-8-7 - -| Martial Weapons | Price | Damage | Range | Reload | Bulk | Hands | Group | Weapon Traits | -|-----------------|-------|--------|-------|--------|------|-------|-------|---------------| -| Alchemical Bomb* | Varies | Varies | 20 ft. | — | L | 1 | Bomb | Varies | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -^ranged-weapons-6-8-13 - -| Uncommon Martial Weapons | Price | Damage | Range | Reload | Bulk | Hands | Group | Weapon Traits | -|--------------------------|-------|--------|-------|--------|------|-------|-------|---------------| -| multiRow | | -| multiRow | | -| [Shuriken](compendium/equipment/items/shuriken.md) | 1 cp | `1d4` P | 20 ft. | 0 | — | 1 | Dart | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [monk](rules/traits/monk.md "Monk Class Trait"),[thrown](rules/traits/thrown.md "Thrown Weapon Trait") | + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Simple WeaponsPriceDamageRangeReloadBulkHandsGroupWeapon Traits
[Blowgun](compendium/equipment/items/blowgun.md)
10 blowgun darts
1 sp
5 cp
1 P
20 ft.
1
L
L
1
Dart
[Agile](rules/traits/agile.md "Agile Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait")
[Crossbow](compendium/equipment/items/crossbow.md)
10 bolts
3 gp
1 sp
`1d8` P
120 ft.
1
1
L
2
Bow

[Dart](compendium/equipment/items/dart.md)1 cp`1d4` P20 ft.L1Dart[Agile](rules/traits/agile.md "Agile Weapon Trait"), [thrown](rules/traits/thrown.md "Thrown Weapon Trait")
[Hand crossbow](compendium/equipment/items/hand-crossbow.md)
10 bolts
3 gp
1 sp
`1d6` P
60 ft.
1
L
L
1
Bow

[Javelin](compendium/equipment/items/javelin.md)1 sp`1d6` P30 ft.L1Dart[Thrown](rules/traits/thrown.md "Thrown Weapon Trait")
[Sling](compendium/equipment/items/sling.md)
10 sling bullets
0
1 cp
`1d6` B
50 ft.
1
L
L
1
Sling
[Propulsive](rules/traits/propulsive.md "Propulsive Weapon Trait")
Martial WeaponsPriceDamageRangeReloadBulkHandsGroupWeapon Traits
Alchemical Bomb*VariesVaries20 ft.L1BombVaries
[Composite longbow](compendium/equipment/items/composite-longbow.md)
10 arrows
20 gp
1 sp
`1d8` P
100 ft.
0
2
L
1+
Bow
[Deadly](rules/traits/deadly.md "Deadly Weapon Trait") d10, [propulsive](rules/traits/propulsive.md "Propulsive Weapon Trait"), [volley](rules/traits/volley.md "Volley Weapon Trait") 30 ft.
[Composite shortbow](compendium/equipment/items/composite-shortbow.md)
10 arrows
14 gp
1 sp
`1d6` P
60 ft.
0
1
L
1+
Bow
[Deadly](rules/traits/deadly.md "Deadly Weapon Trait") d10, [propulsive](rules/traits/propulsive.md "Propulsive Weapon Trait")
[Longbow](compendium/equipment/items/longbow.md)
10 arrows
6 gp
1 sp
`1d8` P
100 ft.
0
2
L
1+
Bow
[Deadly](rules/traits/deadly.md "Deadly Weapon Trait") d10, [volley](rules/traits/volley.md "Volley Weapon Trait") 30 ft.
[Shortbow](compendium/equipment/items/shortbow.md)
10 arrows
3 gp
1 sp
`1d6` P
60 ft.
0
1
L
1+
Bow
[Deadly](rules/traits/deadly.md "Deadly Weapon Trait") d10
Uncommon Martial WeaponsPriceDamageRangeReloadBulkHandsGroupWeapon Traits
[Halfling sling staff](compendium/equipment/items/halfling-sling-staff.md)
10 sling bullets
5 gp
1 cp
`1d10` B
80 ft.
1
1
L
2
Sling
[Halfling](rules/traits/halfling.md "Halfling Ancestry & Heritage Trait"), [propulsive](rules/traits/propulsive.md "Propulsive Weapon Trait")
[Shuriken](compendium/equipment/items/shuriken.md)1 cp`1d4` P20 ft.01Dart[Agile](rules/traits/agile.md "Agile Weapon Trait"), [monk](rules/traits/monk.md "Monk Class Trait"),[thrown](rules/traits/thrown.md "Thrown Weapon Trait")
* Statistics for alchemical bombs can be found starting on page 544 \ No newline at end of file diff --git a/rules/tables/services-and-fare-ooa1.md b/rules/tables/services-and-fare-ooa1.md index 5a7ad12a4..461aae71a 100644 --- a/rules/tables/services-and-fare-ooa1.md +++ b/rules/tables/services-and-fare-ooa1.md @@ -8,36 +8,89 @@ aliases: ["Services and Fare"] # Services and Fare *Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 69* -| Service | Price | -|---------|-------| -| Bulletworks use (per hour) | 1 sp | -| Bulletworks use (per day) | 1 gp | -| multiRow | | -| multiRow | | -| multiRow | | -| Firing range (per day) | 2 sp | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -^services-and-fare-6 - -| Food | Price | -|------|-------| -| Bread of the day | 1 cp | -| Brown bullet curry | 2 cp | -| Full-course meal | 4 sp | -| Spice cake | 5 cp | -| Stew (broth only) | 5 cp | -| Stew (with meat) | 1 sp | -| Ustradi oysters | 2 sp | -^services-and-fare-14 - -| Drink | Price | -|-------|-------| -| Dunsmith's dram | 5 cp | -| Flaming whiskey | 7 cp | -| Gear greaser | 6 cp | -| Ghostly wainright | 2 sp | -| Grenadier's revenge | 1 sp | -| Smokeside sour | 2 cp | \ No newline at end of file + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
ServicePrice
Bulletworks use (per hour)1 sp
Bulletworks use (per day)1 gp
Firearm services
Cleaning (per gun)
Repair (per day)

1 sp
1 gp
Firing range (per day)2 sp
Sleeping accommodations (per night)
Taproom floor space
Bed (for 1)
Private room (for 2)

5 cp
3 sp
1 gp
FoodPrice
Bread of the day1 cp
Brown bullet curry2 cp
Full-course meal4 sp
Spice cake5 cp
Stew (broth only)5 cp
Stew (with meat)1 sp
Ustradi oysters2 sp
DrinkPrice
Dunsmith's dram5 cp
Flaming whiskey7 cp
Gear greaser6 cp
Ghostly wainright2 sp
Grenadier's revenge1 sp
Smokeside sour2 cp
\ No newline at end of file diff --git a/rules/tables/skills-key-abilities-and-actions.md b/rules/tables/skills-key-abilities-and-actions.md index 21ee69866..310618323 100644 --- a/rules/tables/skills-key-abilities-and-actions.md +++ b/rules/tables/skills-key-abilities-and-actions.md @@ -8,55 +8,116 @@ aliases: ["Skills, Key Abilities, and Actions"] # Skills, Key Abilities, and Actions *Source: Core Rulebook p. 235* -| Skill | Key Ability | Untrained Actions | Trained Actions | -|-------|-------------|-------------------|-----------------| -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| Lore | Intelligence | [Recall Knowledge](rules/actions/recall-knowledge.md)[^G] [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | [Earn Income](rules/actions/earn-income.md)[^D, G] | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| Performance | Charisma | [Perform](rules/actions/perform.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | [Earn Income](rules/actions/earn-income.md)[^D, G] | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
SkillKey AbilityUntrained ActionsTrained Actions
Acrobatics
Dexterity
[Balance](rules/actions/balance.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")
[Tumble Through](rules/actions/tumble-through.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")
[Maneuver in Flight](rules/actions/maneuver-in-flight.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")
[Squeeze](rules/actions/squeeze.md)[^E]
Arcana


Intelligence


[Recall Knowledge](rules/actions/recall-knowledge.md)[^G] [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")


[Borrow an Arcane Spell](rules/actions/borrow-an-arcane-spell.md)[^E]
[Decipher Writing](rules/actions/decipher-writing.md)[^E, G]
[Identify Magic](rules/actions/identify-magic.md)[^E, G]
[Learn a Spell](rules/actions/learn-a-spell.md)[^E, G]
Athletics






Strength






[Climb](rules/actions/climb.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")
[Force Open](rules/actions/force-open.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")
[Grapple](rules/actions/grapple.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")
[High Jump](rules/actions/high-jump.md) [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action")
[Long Jump](rules/actions/long-jump.md) [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action")
[Shove](rules/actions/shove.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")
[Swim](rules/actions/swim.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")
[Trip](rules/actions/trip.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")
[Disarm](rules/actions/disarm.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")






Crafting

Intelligence

[Recall Knowledge](rules/actions/recall-knowledge.md)[^G] [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")
[Repair](rules/actions/repair.md)[^E]
[Craft](rules/actions/craft.md)[^D]
[Earn Income](rules/actions/earn-income.md)[^D, G]
[Identify Alchemy](rules/actions/identify-alchemy.md)[^E]
Deception

Charisma

[Create a Diversion](rules/actions/create-a-diversion.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")
[Impersonate](rules/actions/impersonate.md)[^E]
[Lie](rules/actions/lie.md)
[Feint](rules/actions/feint.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")

Diplomacy

Charisma

[Gather Information](rules/actions/gather-information.md)[^E]
[Make an Impression](rules/actions/make-an-impression.md)[^E]
[Request](rules/actions/request.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")


Intimidation
Charisma
[Coerce](rules/actions/coerce.md)[^E]
[Demoralize](rules/actions/demoralize.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")

LoreIntelligence[Recall Knowledge](rules/actions/recall-knowledge.md)[^G] [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")[Earn Income](rules/actions/earn-income.md)[^D, G]
Medicine

Wisdom

[Administer First Aid](rules/actions/administer-first-aid.md) [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action")
[Recall Knowledge](rules/actions/recall-knowledge.md)[^G] [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")
[Treat Disease](rules/actions/treat-disease.md)[^D]
[Treat Poison](rules/actions/treat-poison.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")
[Treat Wounds](rules/actions/treat-wounds.md)[^E]
Nature
Wisdom
[Command an Animal](rules/actions/command-an-animal.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")
[Recall Knowledge](rules/actions/recall-knowledge.md)[^G] [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")
[Identify Magic](rules/actions/identify-magic.md)[^E, G]
[Learn a Spell](rules/actions/learn-a-spell.md)[^E, G]
Occultism

Intelligence

[Recall Knowledge](rules/actions/recall-knowledge.md)[^G] [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")

[Decipher Writing](rules/actions/decipher-writing.md)[^E, G]
[Identify Magic](rules/actions/identify-magic.md)[^E, G]
[Learn a Spell](rules/actions/learn-a-spell.md)[^E, G]
PerformanceCharisma[Perform](rules/actions/perform.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")[Earn Income](rules/actions/earn-income.md)[^D, G]
Religion

Wisdom

[Recall Knowledge](rules/actions/recall-knowledge.md)[^G] [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")

[Decipher Writing](rules/actions/decipher-writing.md)[^E, G]
[Identify Magic](rules/actions/identify-magic.md)[^E, G]
[Learn a Spell](rules/actions/learn-a-spell.md)[^E, G]
Society
Intelligence
[Recall Knowledge](rules/actions/recall-knowledge.md)[^G] [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")
[Subsist](rules/actions/subsist.md)[^D, G]
[Create Forgery](rules/actions/create-forgery.md)[^D]
[Decipher Writing](rules/actions/decipher-writing.md)[^E, G]
Stealth

Dexterity

[Conceal an Object](rules/actions/conceal-an-object.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")
[Hide](rules/actions/hide.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")
[Sneak](rules/actions/sneak.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")


Survival
Wisdom
[Sense Direction](rules/actions/sense-direction.md)[^E]
[Subsist](rules/actions/subsist.md)[^D, G]
[Cover Tracks](rules/actions/cover-tracks.md)[^E]
[Track](rules/actions/track.md)[^E]
Thievery
Dexterity
[Palm an Object](rules/actions/palm-an-object.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")
[Steal](rules/actions/steal.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")
[Disable a Device](rules/actions/disable-a-device.md) [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action")
[Pick a Lock](rules/actions/pick-a-lock.md) [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action")
[^D] This skill action can be used only during downtime. diff --git a/rules/tables/suggested-character-options-gw0.md b/rules/tables/suggested-character-options-gw0.md index 31563523d..40dff553c 100644 --- a/rules/tables/suggested-character-options-gw0.md +++ b/rules/tables/suggested-character-options-gw0.md @@ -8,21 +8,124 @@ aliases: ["Suggested Character Options"] # Suggested Character Options *Source: Gatewalkers Player's Guide p. 4* -| Ancestries | Classes | Languages | Skills | Feats | -|------------|---------|-----------|--------|-------| -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | \ No newline at end of file + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
AncestriesClassesLanguagesSkillsFeats
**Strongly Recommended**
Elf (Auideen, Ilverani)InvestigatorCommon[Arcana](compendium/skills.md#Arcana)Any occult skill feats
Half-elfPsychicElven[Deception](compendium/skills.md#Deception)[Arcane Sense](compendium/feats/arcane-sense.md)
Human (Erutaki, Kellid, Taldan, Ulfen)Thaumaturge[Occultism](compendium/skills.md#Occultism)[Oddity Identification](compendium/feats/oddity-identification.md)
**Recommended**
Gnome (bleachling, feychild, keenspark)BardAklo[Nature](compendium/skills.md#Nature)[Forager](compendium/feats/forager.md)
OracleSylvan[Society](compendium/skills.md#Society)[Hobnobber](compendium/feats/hobnobber.md)
Witch[Survival](compendium/skills.md#Survival)[Recognize Spell](compendium/feats/recognize-spell.md)
**Appropriate**
BeastkinAlchemistErutaki[Medicine](compendium/skills.md#Medicine)[Dubious Knowledge](compendium/feats/dubious-knowledge.md)
ChangelingChampionHallit[Religion](compendium/skills.md#Religion)[Lie to Me](compendium/feats/lie-to-me.md)
DhampirClericSkald[Ride](compendium/feats/ride.md)
TieflingWizard[Survey Wildlife](compendium/feats/survey-wildlife.md)
**Not Recommended**
[Terrain Expertise](compendium/feats/terrain-expertise.md)
[Terrain Stalker](compendium/feats/terrain-stalker.md)
\ No newline at end of file diff --git a/rules/tables/suggested-character-options-ooa0.md b/rules/tables/suggested-character-options-ooa0.md index 5b2becf5d..b706eb839 100644 --- a/rules/tables/suggested-character-options-ooa0.md +++ b/rules/tables/suggested-character-options-ooa0.md @@ -8,33 +8,50 @@ aliases: ["Suggested Character Options"] # Suggested Character Options *Source: Outlaws of Alkenstar Player's Guide p. 9* -| | Alignments | Ancestries (and Ethnicities) | Classes | Languages | Skills | Feats | -|--|------------|------------------------------|---------|-----------|--------|-------| -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | \ No newline at end of file + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
AlignmentsAncestries (and Ethnicities)ClassesLanguagesSkillsFeats
**Strongly Recommended**



[CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait")
[CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait")


Dwarf (Dongun)
Human (Garundi, Keleshite, Mwangi, Vudrani)


Alchemist
Gunslinger
Inventor

Common
Dwarven


[Crafting](compendium/skills.md#Crafting)
[Lore (Alkenstar, Brigh, Engineering)](compendium/skills.md#Lore)
[Thievery](compendium/skills.md#Thievery)

[Alchemical Crafting](compendium/feats/alchemical-crafting.md)
[Crafter's Appraisal](compendium/feats/crafters-appraisal-apg.md)
[Feather Step](compendium/feats/feather-step.md)
[Quick Squeeze](compendium/feats/quick-squeeze.md)
[Steady Balance](compendium/feats/steady-balance.md)
**Strongly Recommended**






[N](rules/traits/n-b1.md "Neutral Alignment Trait")
[NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait")





Halfling (Jaric)
Half-Elf (Vourinoi)
Geniekin
Gnoll



Bard
Cleric
Fighter
Investigator
Oracle
Rogue
Sorcerer
Swashbuckler
Gnoll
Goblin
Kelish




[Acrobatics](compendium/skills.md#Acrobatics)
[Athletics](compendium/skills.md#Athletics)
[Deception](compendium/skills.md#Deception)
[Society](compendium/skills.md#Society)



[Deceptive Worship](compendium/feats/deceptive-worship-apg.md)
[Experienced Smuggler](compendium/feats/experienced-smuggler.md)
[Lengthy Diversion](compendium/feats/lengthy-diversion.md)
[Pickpocket](compendium/feats/pickpocket.md)
[Quick Coercion](compendium/feats/quick-coercion.md)
[Quick Repair](compendium/feats/quick-repair.md)
[Streetwise](compendium/feats/streetwise.md)
[Subtle Theft](compendium/feats/subtle-theft.md)
**Appropriate**




[LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait")
[NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait")



Dhampir
Fleshwarp

Gnoll

Other common classes




Aklo
Halfling
Jotun
Mwangi
Osiriani
Vudrani
[Diplomacy](compendium/skills.md#Diplomacy)
[Intimidation](compendium/skills.md#Intimidation)
[Performance](compendium/skills.md#Performance)
[Religion](compendium/skills.md#Religion)
[Stealth](compendium/skills.md#Stealth)
[Survival](compendium/skills.md#Survival)
[Bon Mot](compendium/feats/bon-mot-apg.md)
[Charming Liar](compendium/feats/charming-liar.md)
[Courtly Graces](compendium/feats/courtly-graces.md)
[Group Impression](compendium/feats/group-impression.md)
[Hobnobber](compendium/feats/hobnobber.md)
[Intimidating Glare](compendium/feats/intimidating-glare.md)
**Not Recommended**







[LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait")
[LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait")
[NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait")
[CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait")




























[Medicine](compendium/skills.md#Medicine)
[Nature](compendium/skills.md#Nature)
[Occultism](compendium/skills.md#Occultism)





Express Rider
[Forager](compendium/feats/forager.md)
[Multilingual](compendium/feats/multilingual.md)
[Natural Medicine](compendium/feats/natural-medicine.md)
[Ride](compendium/feats/ride.md)
[Survey Wildlife](compendium/feats/survey-wildlife.md)
[Terrain Expertise](compendium/feats/terrain-expertise.md)
[Train Animal](compendium/feats/train-animal.md)
[Underwater Marauder](compendium/feats/underwater-marauder.md)
\ No newline at end of file diff --git a/rules/tables/uncommon-membership-services-da.md b/rules/tables/uncommon-membership-services-da.md index 233bdb8c7..cfc97a8aa 100644 --- a/rules/tables/uncommon-membership-services-da.md +++ b/rules/tables/uncommon-membership-services-da.md @@ -8,26 +8,27 @@ aliases: ["Uncommon Membership Services"] # Uncommon Membership Services *Source: Dark Archive p. 84* -| Service | Price | -|---------|-------| -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | -| multiRow | | + + + + + + + + + + + + + + + + + + + + + +
ServicePrice
Coded signal
Temporary
Permanent
Monument

10 gp
100 gp
1000 gp
Counterfeit Item
Low-grade
Medium-grade
High-grade

5% of Price*
10% of Price*
20% of Price*
False witness
Low-grade
Disreputable (DC 16)
Ordinary (level 5, DC 22)
Respectable (level 9, DC 28)
Honorable (level 13, DC 33)
Unimpeachable (level 17, DC 38)

5% of Price*
9 gp
75 gp
450 gp
1,500 gp
7,500 gp
Political favor
Minor
Moderate
Major

50 gp
1,000 gp
10,000 gp
* A counterfeit item has a minimum price (see text). \ No newline at end of file diff --git a/rules/traits/composite-roe.md b/rules/traits/composite-roe.md index 99c8cd1f8..95d562dcf 100644 --- a/rules/traits/composite-roe.md +++ b/rules/traits/composite-roe.md @@ -4,12 +4,11 @@ cssclass: pf2e,pf2e-trait tags: - compendium/src/pf2e/roe - trait/category/action-ability -- trait/category/class aliases: ["Composite"] --- # Composite -*Source: RoE p. 15* +*Source: Rage of Elements p. 15* A composite impulse combines multiple elements. You can gain an impulse with the composite trait only if your kinetic elements include all the elements listed in the impulse's traits. -- **Categories**: Class, Action & Ability \ No newline at end of file +- **Categories**: Action & Ability \ No newline at end of file diff --git a/rules/traits/impulse-roe.md b/rules/traits/impulse-roe.md index 0459fbdbb..f6ba02269 100644 --- a/rules/traits/impulse-roe.md +++ b/rules/traits/impulse-roe.md @@ -4,12 +4,11 @@ cssclass: pf2e,pf2e-trait tags: - compendium/src/pf2e/roe - trait/category/action-ability -- trait/category/class aliases: ["Impulse"] --- # Impulse -*Source: RoE p. 15* +*Source: Rage of Elements p. 15* The primary magical actions kineticists use are called impulses. You can use an impulse only if your kinetic aura is active and channeling that element, and only if you have a hand free to shape the elemental flow. The impulse trait means the action has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait unless another ability changes this. If an impulse allows you to choose an element, you can choose any element you're channeling, and the impulse gains that element's trait. -- **Categories**: Class, Action & Ability \ No newline at end of file +- **Categories**: Action & Ability \ No newline at end of file diff --git a/rules/traits/infusion-roe.md b/rules/traits/infusion-roe.md index 8e4ba0a34..d7872060c 100644 --- a/rules/traits/infusion-roe.md +++ b/rules/traits/infusion-roe.md @@ -4,12 +4,11 @@ cssclass: pf2e,pf2e-trait tags: - compendium/src/pf2e/roe - trait/category/action-ability -- trait/category/class aliases: ["Infusion"] --- # Infusion -*Source: RoE p. 15* +*Source: Rage of Elements p. 15* Actions with the infusion trait tweak your kineticist impulses. You must use an infusion action directly before the impulse action you want to alter. If you use any action (including free actions and reactions) other than an impulse action directly after, you waste the benefits of the infusion action. Any additional effects added by an infusion action are part of the impulse's effect, not of the infusion action itself. -- **Categories**: Class, Action & Ability \ No newline at end of file +- **Categories**: Action & Ability \ No newline at end of file diff --git a/rules/traits/kineticist-roe.md b/rules/traits/kineticist-roe.md index 0fbea1af5..7c4ac997a 100644 --- a/rules/traits/kineticist-roe.md +++ b/rules/traits/kineticist-roe.md @@ -7,7 +7,7 @@ tags: aliases: ["Kineticist"] --- # Kineticist -*Source: RoE p. 237* +*Source: Rage of Elements p. 237* This indicates abilities from the kineticist class. diff --git a/rules/traits/metal-roe.md b/rules/traits/metal-roe.md new file mode 100644 index 000000000..d7c3d65e3 --- /dev/null +++ b/rules/traits/metal-roe.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/roe +- trait/category/energy-element +- trait/category/planar +aliases: ["Metal"] +--- +# Metal +*Source: Rage of Elements p. 237* + +Effects with the metal trait conjure or manipulate metal. Those that manipulate metal have no effect in an area without metal. Creatures with this trait consist primarily of metal or have a connection to magical metal. + +- **Categories**: Energy & Element, Planar \ No newline at end of file diff --git a/rules/traits/overflow-roe.md b/rules/traits/overflow-roe.md index 32651c0cd..968ae7aa8 100644 --- a/rules/traits/overflow-roe.md +++ b/rules/traits/overflow-roe.md @@ -4,12 +4,11 @@ cssclass: pf2e,pf2e-trait tags: - compendium/src/pf2e/roe - trait/category/action-ability -- trait/category/class aliases: ["Overflow"] --- # Overflow -*Source: RoE p. 15* +*Source: Rage of Elements p. 15* Powerful impulses temporarily overdraw the energy of your kinetic gate. When you use an impulse that has the overflow trait, your kinetic aura deactivates until you revitalize it (typically with [Channel Elements](rules/actions/channel-elements-roe.md)). Extinguishing your element this severely is taxing, and consequently, you can use only one overflow impulse per round, even if you reactivate your kinetic gate. -- **Categories**: Class, Action & Ability \ No newline at end of file +- **Categories**: Action & Ability \ No newline at end of file diff --git a/rules/traits/spellshape-roe.md b/rules/traits/spellshape-roe.md index febdb9507..d8b4825b3 100644 --- a/rules/traits/spellshape-roe.md +++ b/rules/traits/spellshape-roe.md @@ -7,7 +7,7 @@ tags: aliases: ["Spellshape"] --- # Spellshape -*Source: RoE p. 238* +*Source: Rage of Elements p. 238* Actions with the spellshape trait tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself. diff --git a/rules/traits/traits.md b/rules/traits/traits.md index dca112b07..4de3d008a 100644 --- a/rules/traits/traits.md +++ b/rules/traits/traits.md @@ -121,20 +121,16 @@ cssclass: pf2e,pf2e-index - [Champion](rules/traits/champion.md "Champion Class Trait") - [Class](rules/traits/class-som.md "Class Class Trait") - [Cleric](rules/traits/cleric.md "Cleric Class Trait") -- [Composite](rules/traits/composite-roe.md "Composite Action & Ability Trait") - [Deviant](rules/traits/deviant-da.md "Deviant Action & Ability Trait") - [Druid](rules/traits/druid.md "Druid Class Trait") - [Fighter](rules/traits/fighter.md "Fighter Class Trait") - [Gunslinger](rules/traits/gunslinger-g-g.md "Gunslinger Class Trait") -- [Impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") -- [Infusion](rules/traits/infusion-roe.md "Infusion Action & Ability Trait") - [Inventor](rules/traits/inventor-g-g.md "Inventor Class Trait") - [Investigator](rules/traits/investigator-apg.md "Investigator Class Trait") - [Kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") - [Magus](rules/traits/magus-som.md "Magus Class Trait") - [Monk](rules/traits/monk.md "Monk Class Trait") - [Oracle](rules/traits/oracle-apg.md "Oracle Class Trait") -- [Overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") - [Psychic](rules/traits/psychic-da.md "Psychic Class Trait") - [Ranger](rules/traits/ranger.md "Ranger Class Trait") - [Rogue](rules/traits/rogue.md "Rogue Class Trait") @@ -332,10 +328,12 @@ cssclass: pf2e,pf2e-index - [Energy](rules/traits/energy-loag.md "Energy Energy & Element Trait") - [Fire](rules/traits/fire.md "Fire Energy & Element Trait") - [Force](rules/traits/force.md "Force Energy & Element Trait") +- [Metal](rules/traits/metal-roe.md "Metal Energy & Element Trait") - [Negative](rules/traits/negative.md "Negative Energy & Element Trait") - [Positive](rules/traits/positive.md "Positive Energy & Element Trait") - [Sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") - [Water](rules/traits/water.md "Water Energy & Element Trait") +- [Wood](rules/traits/wood-roe.md "Wood Energy & Element Trait") ## Equipment @@ -464,6 +462,7 @@ cssclass: pf2e,pf2e-index - [Immeasurable](rules/traits/immeasurable-gmg.md "Immeasurable Planar Trait") - [Lawful](rules/traits/lawful.md "Lawful Alignment Trait") - [Low Gravity](rules/traits/low-gravity-gmg.md "Low Gravity Gravity Trait") +- [Metal](rules/traits/metal-roe.md "Metal Energy & Element Trait") - [Microgravity](rules/traits/microgravity-gmg.md "Microgravity Gravity Trait") - [Sentient](rules/traits/sentient-gmg.md "Sentient Morphic Trait") - [Static](rules/traits/static-gmg.md "Static Planar Trait") @@ -472,6 +471,7 @@ cssclass: pf2e,pf2e-index - [Timeless](rules/traits/timeless-gmg.md "Timeless Planar Trait") - [Unbounded](rules/traits/unbounded-gmg.md "Unbounded Planar Trait") - [Water](rules/traits/water.md "Water Energy & Element Trait") +- [Wood](rules/traits/wood-roe.md "Wood Energy & Element Trait") ## Rarity diff --git a/rules/traits/wood-roe.md b/rules/traits/wood-roe.md new file mode 100644 index 000000000..935fce6c3 --- /dev/null +++ b/rules/traits/wood-roe.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/roe +- trait/category/energy-element +- trait/category/planar +aliases: ["Wood"] +--- +# Wood +*Source: Rage of Elements p. 238* + +Effects with the metal trait conjure or manipulate wood. Those that manipulate wood have no effect in an area without wood. Creatures with this trait consist primarily of wood or have a connection to magical wood. + +- **Categories**: Energy & Element, Planar \ No newline at end of file diff --git a/src-index.json b/src-index.json index 4c36ebd04..b44087a53 100644 --- a/src-index.json +++ b/src-index.json @@ -9887,6 +9887,7 @@ "trait|medium|b1", "trait|mental|crb", "trait|merfolk|b1", + "trait|metal|roe", "trait|metamagic|crb", "trait|metamorphic|gmg", "trait|metropolis|gmg", @@ -10066,6 +10067,7 @@ "trait|wight|b1", "trait|witch|apg", "trait|wizard|crb", + "trait|wood|roe", "trait|wraith|b1", "trait|xulgath|b1", "trait|zombie|b1"