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{"name":"Jamses","type":"character","ownership":{"default":1,"maLnnthJIImbodBW":3},"prototypeToken":{"flags":{"pf2e":{"linkToActorSize":true,"autoscale":true}},"height":1,"width":1,"actorLink":true,"sight":{"enabled":true,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"name":"Jamses","displayName":0,"texture":{"src":"systems/pf2e/icons/default-icons/character.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"lockRotation":false,"rotation":0,"alpha":1,"disposition":-1,"displayBars":0,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":null},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"detectionModes":[],"randomImg":false},"img":"systems/pf2e/icons/default-icons/character.svg","system":{"attributes":{"hp":{"value":0,"temp":0},"initiative":{"ability":"perception"},"speed":{"value":25,"otherSpeeds":[]},"bonusLimitBulk":0,"bonusEncumbranceBulk":0,"sp":{"value":0,"max":0,"details":""},"resolve":{"value":0,"max":0}},"details":{"alignment":{"value":"NE"},"level":{"value":1},"biography":{"appearance":"","backstory":"","birthPlace":"","attitude":"","beliefs":"","likes":"","dislikes":"","catchphrases":"","campaignNotes":"","allies":"","enemies":"","organaizations":""},"keyability":{"value":"str"},"xp":{"value":0,"min":0,"max":1000,"pct":0},"age":{"value":"123"},"height":{"value":""},"weight":{"value":""},"gender":{"value":""},"ethnicity":{"value":""},"nationality":{"value":""}},"traits":{"value":[],"senses":[],"languages":{"value":[],"selected":[],"custom":""}},"resources":{"heroPoints":{"value":3,"max":3}},"schema":{"version":null,"lastMigration":null},"abilities":{},"saves":{},"skills":{"acr":{"rank":0},"arc":{"rank":0},"ath":{"rank":0},"cra":{"rank":0},"dec":{"rank":0},"dip":{"rank":0},"itm":{"rank":0},"med":{"rank":0},"nat":{"rank":0},"occ":{"rank":0},"prf":{"rank":0},"rel":{"rank":0},"soc":{"rank":0},"ste":{"rank":0},"sur":{"rank":0},"thi":{"rank":0}},"martial":{},"crafting":{"formulas":[]},"pfs":{"playerNumber":null,"characterNumber":null,"levelBump":true,"currentFaction":"EA","school":null,"reputation":{"EA":null,"GA":null,"HH":null,"VS":null,"RO":null,"VW":null}},"build":{"abilities":{"boosts":{"1":["con"]}}}},"items":[{"_id":"HEL4uRqzBPtIlJoi","img":"systems/pf2e/icons/deity/Asmodeus.webp","name":"Asmodeus","system":{"description":{"value":"<p>Asmodeus is the First, the Dark Prince, the lord of darkness and law, and the ruler of the plane of Hell. If Asmodeus's own scriptures are to believed-and they are corroborated by certain other accounts, like the angel-penned <em>Book of the Damned</em>-he is one of the oldest beings of the multiverse. These texts claim that in time before time, in a world not yet created, Asmodeus and his brother Ihys were among the first gods in existence. During these unnamed ages, the two gods quarreled over the fate of the souls of their creations, and Asmodeus slew his brother. Confident that Ihys's act of granting mortals free will was folly, Asmodeus made his own convictions known: that existence is best served by absolute order and discipline. These claims contradict other popular creation myths, and both theologians and immortal agents of the gods doubt Asmodeus's claims to varying degrees, but while there is no evidence to prove them, they are also difficult to refute.</p>\n<p><strong>Edicts</strong> negotiate contracts to your best advantage, rule tyrannically and torture weaker beings, show subservience to your betters</p>\n<p><strong>Anathema</strong> break a contract, free a slave, insult Asmodeus by showing mercy to your enemies</p>\n<p><strong>Areas of Concern</strong> contracts, pride, slavery, and tyranny</p>"},"source":{"value":"Pathfinder Core Rulebook"},"category":"deity","alignment":{"own":"LE","follower":["LE"]},"domains":{"primary":["confidence","fire","trickery","tyranny"],"alternate":["duty","glyph"]},"font":["harm"],"ability":[],"skill":"dec","weapons":["mace"],"spells":{"1":"Compendium.pf2e.spells-srd.vLA0q0WOK2YPuJs6","4":"Compendium.pf2e.spells-srd.qwlh6aDgi86U3Q7H","6":"Compendium.pf2e.spells-srd.WPXzPl7YbMEIGWfi"},"rules":[],"slug":"asmodeus","schema":{"version":0.815,"lastMigration":null}},"type":"deity","flags":{"core":{"sourceId":"Compendium.pf2e.deities.QRkcFciCOmFoxF1B"}},"effects":[],"folder":null,"sort":0,"ownership":{"default":0,"maLnnthJIImbodBW":3},"_stats":{"systemId":"pf2e","systemVersion":"4.6.8","coreVersion":"10.291","createdTime":1674211461249,"modifiedTime":1674211461249,"lastModifiedBy":"maLnnthJIImbodBW"}},{"_id":"v7RmDCTbsokR3Prt","img":"systems/pf2e/icons/default-icons/alternatives/ancestries/fleshwarp.svg","name":"Fleshwarp","system":{"description":{"value":"<p><em>Fleshwarps are people whose forms were created or radically transformed by magic, alchemy, or unnatural energies. Their unorthodox appearance can make it difficult for them to find a place for themselves in the world.</em></p>\n<hr />\n<p>Magic and science that can warp bone and twist sinew are all too common on Golarion. Fleshwarps are those who have been permanently altered by such methods—sometimes a sapient being created whole cloth from inanimate flesh, but often a victim unwillingly transformed by strange energies or sadistic creators.</p>\n<p>The ancestry name \"fleshwarp\" is an umbrella term, since on Golarion the actual fleshwarping process is more infamously well-known than are alterations caused by uncontrolled magic, technology, or fringe science. Whether practiced by Thassilonian wizards, Nexian fleshcrafters, or the drow of the Darklands, fleshwarping is the craft of reshaping flesh and mind in vats of foul magical reagents. This has led some scholars of monsters to argue that only those beings created by traditional fleshwarping should be considered fleshwarps. Regardless of the source of their altered forms, fleshwarps bear their new shape forever, transformed beings living a wild and strange existence beyond what was possible for their original ancestry.</p>\n<p>Although fleshwarps are humanoid, no two look the same. One might possess limbs in unusual places and skin as smooth as glass, while another might have a thick matting of spiny fur. Some might have animalistic features, like a boar snout, scales, or cloven hooves. Others have entirely alien appearances, such as bulging eyes on the backs of their hands. Some may have only subtly uncanny features that differentiate them, such as glowing teeth, smoking eyes, or fingernails made of bone. The only commonality among fleshwarps is their mismatched nature. Let your imagination run wild when creating a fleshwarp character!</p>\n<p>If you want a character who is tough and hardy, can change their form as they grow, and can use their wholly unique appearance to inspire awe or fear in others, you should play a fleshwarp.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Embrace your unusual appearance to inspire respect or fear.</li>\n<li>Be used to relying on yourself.</li>\n<li>Distrust large groups of people, particularly mobs, based on past experiences.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Find your physiology fascinating or terrifying.</li>\n<li>Assume you are an expert on strange creatures or occult phenomena.</li>\n<li>Consider you an enigmatic and unpredictable—and perhaps even dangerous—outsider.</li>\n</ul>\n<h2>Physical Description</h2>\n<p>Fleshwarps are humanoids, ranging from 5 to 7 feet tall and from just under 100 pounds to more than 300 pounds. The proportion and appearance of their limbs and features differ widely, but fleshwarps functionally have two legs, two arms, and a single head; a fleshwarp with more limbs than this should consider an appropriate ancestry feat to reflect this variance, or one of their limbs might be vestigial and mostly nonfunctional. Fleshwarps differ widely in their appearance due to the unique circumstances of their creation. Even fleshwarp siblings or two people transformed through the same procedure might look wildly different.</p>\n<h2>Society</h2>\n<p>Fleshwarps are so few in number that congregations of them are rare. They most often live on their own, with a small family group, or at the outskirts of a community. Some thrive in cities, however, where they can remain anonymous among the crowds while pursuing careers that allow them to avoid contact with people who might fear or persecute them.</p>\n<p>Fleshwarps value endurance and are quick to learn from others, so those who come into contact with others of their kind usually share stories that help each other survive, hide, or thrive more effectively. How a fleshwarp formed can be a painful or horrifying subject, one they consider rude to discuss with anyone besides close friends or loved ones.</p>\n<h2>Alignment and Religion</h2>\n<p>Fleshwarps have little to gain from the broader society, and therefore rarely work to support society in turn, beyond perhaps helping other fleshwarps. They need to be able to adapt quickly to survive on their own. As a consequence, few fleshwarps are lawful. Although bigoted or short-sighted people view fleshwarps as monsters, fleshwarps are no more or less prone to evil than any other people, and most seek only to live their lives without trouble. Most are neutral in alignment, for while alienation doesn't force a fleshwarp to feel contempt for others, neither does it encourage a fleshwarp to avoid it. This is especially true for fleshwarps living in the societies that gave birth to their traumatic transformation. Fleshwarps aren't often casually religious; most either have little to do with faith at all (viewing themselves as scorned by the gods or simply seeing faith as impractical for survival) or are exceptionally devout. Religious fleshwarps often revere Arazni, Calistria, Desna, or Gozreh; evil fleshwarps typically turn to Lamashtu, finding consolation in the Mother of Monsters.</p>\n<h2>Names</h2>\n<p>Fleshwarps can come from-and thus have names from-any culture or ancestry, but some give themselves new names after being transformed, whether to celebrate the change, recognize a new phase of their lives, or conceal their past identity. Many fleshwarps also carry a descriptive nickname granted to them by others, such as \"Triple Handed,\" \"Barkfoot,\" or \"Many-Mouth.\"</p>\n<p>Fleshwarps don't keep nicknames they find personally offensive, but they tend to keep ones that describe their distinctive appearances or that are given by people they care about.</p>\n<h3><span style=\"text-decoration:underline\">Sample Names</span></h3>\n<p>Borble, Dag, Feff, Hurn, Kemp, Omber, Ostro, Shurni, Surm, Wumpin</p>\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Fleshwarp Mechanics</h2>\n<p><strong>Hit Points</strong> 10</p>\n<p><strong>Size</strong> Medium or Small</p>\n<p><strong>Speed</strong> 25 feet</p>\n<p><strong>Ability Boosts</strong> Constitution, Free</p>\n<p><strong>Languages</strong> Common</p>\n<p><strong>Additional Languages</strong> equal to your Intelligence modifier (if positive). Choose from Aklo, Draconic, Dwarven, Elven, Goblin, Undercommon, and any other languages to which you have access (such as the languages prevalent in your region).</p>\n<p><strong>Senses</strong> Low-Light Vision</p>\n<p><strong>Unusual Anatomy</strong> Your unorthodox body resists physical afflictions meant for other creatures. You gain a +1 circumstance bonus to saves against diseases and poisons.</p>"},"source":{"value":"Pathfinder Lost Omens: Ancestry Guide"},"traits":{"value":["aberration","humanoid"],"rarity":"rare","custom":""},"rules":[{"adjustName":false,"choices":[{"label":"PF2E.ActorSizeSmall","value":"sm"},{"label":"PF2E.ActorSizeMedium","value":"med"}],"flag":"fleshwarpSize","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Prompt.CreatureSize","selection":"sm"},{"key":"ActiveEffectLike","mode":"override","path":"system.traits.size.value","value":"{item|flags.pf2e.rulesSelections.fleshwarpSize}"}],"slug":"fleshwarp","schema":{"version":0.815,"lastMigration":null},"hp":10,"size":"med","reach":5,"speed":25,"boosts":{"0":{"value":["con"]},"1":{"value":[]},"2":{"value":["str","dex","con","int","wis","cha"],"selected":null}},"flaws":{"0":{"value":[]}},"languages":{"value":["common"],"custom":""},"additionalLanguages":{"count":0,"value":["aklo","draconic","dwarven","elven","goblin","undercommon"],"custom":""},"items":{"31xm9":{"img":"systems/pf2e/icons/default-icons/feat.svg","level":1,"name":"Unusual Anatomy","uuid":"Compendium.pf2e.ancestryfeatures.mEDTJi7d1bTEiwUD"}},"vision":"lowLightVision"},"type":"ancestry","flags":{"core":{"sourceId":"Compendium.pf2e.ancestries.FXlXmNBFiiz9oasi"}},"effects":[],"folder":null,"sort":0,"ownership":{"default":0,"maLnnthJIImbodBW":3},"_stats":{"systemId":"pf2e","systemVersion":"4.6.8","coreVersion":"10.291","createdTime":1674211522997,"modifiedTime":1674256738039,"lastModifiedBy":"maLnnthJIImbodBW"}},{"img":"systems/pf2e/icons/features/ancestry/unusual-anatomy.webp","name":"Unusual Anatomy","system":{"description":{"value":"<p>Your unorthodox body resists physical afflictions meant for other creatures. You gain a +1 circumstance bonus to saves against diseases and poisons.</p>"},"source":{"value":"Pathfinder Lost Omens: Ancestry Guide"},"traits":{"value":["fleshwarp"],"rarity":"common","custom":""},"rules":[{"key":"FlatModifier","predicate":[{"or":["disease","poison"]}],"selector":"fortitude","type":"circumstance","value":1}],"slug":"unusual-anatomy","schema":{"version":0.815,"lastMigration":null},"level":{"value":0},"featType":{"value":"ancestryfeature"},"onlyLevel1":false,"maxTakable":1,"actionType":{"value":"passive"},"actions":{"value":null},"prerequisites":{"value":[]},"location":"v7RmDCTbsokR3Prt"},"type":"feat","flags":{"core":{"sourceId":"Compendium.pf2e.ancestryfeatures.mEDTJi7d1bTEiwUD"}},"effects":[],"folder":null,"sort":0,"ownership":{"default":0,"maLnnthJIImbodBW":3},"_stats":{"systemId":"pf2e","systemVersion":"4.6.8","coreVersion":"10.291","createdTime":1674211523018,"modifiedTime":1674211523018,"lastModifiedBy":"maLnnthJIImbodBW"},"_id":"LqylDSG51N7ATqed"},{"_id":"E9yQEixmzXZSs6h2","img":"systems/pf2e/icons/features/ancestry/aasimar.webp","name":"Aasimar","system":{"description":{"value":"<p>You descend from celestials or were touched by the celestial realms, gaining an air of awe and grace, as well as features distinctive to your celestial forebears. You gain the aasimar trait, in addition to the traits from your ancestry. You also gain @UUID[Compendium.pf2e.ancestryfeatures.DRtaqOHXTRtGRIUT]{Low-Light Vision}, or you gain @UUID[Compendium.pf2e.ancestryfeatures.HHVQDp61ehcpdiU8]{Darkvision} if your ancestry already has low-light vision. You can choose from aasimar feats and feats from your ancestry whenever you gain an ancestry feat.</p>"},"source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"value":["aasimar"],"rarity":"uncommon","custom":""},"rules":[{"key":"Sense","selector":"lowLightVision"},{"key":"Sense","predicate":["self:low-light-vision:from-ancestry"],"selector":"darkvision"}],"slug":"aasimar","schema":{"version":0.815,"lastMigration":null},"ancestry":null},"type":"heritage","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.1oLMOmLpurfWTTff"}},"effects":[],"folder":null,"sort":0,"ownership":{"default":0,"maLnnthJIImbodBW":3},"_stats":{"systemId":"pf2e","systemVersion":"4.6.8","coreVersion":"10.291","createdTime":1674211531215,"modifiedTime":1674211531215,"lastModifiedBy":"maLnnthJIImbodBW"}},{"_id":"SA3EQMa29rCpo54A","img":"systems/pf2e/icons/classes/ranger.webp","name":"Ranger","system":{"description":{"value":"<p><em>Some rangers believe civilization wears down the soul, but still needs to be protected from wild creatures. Others say nature needs to be protected from the greedy, who wish to tame its beauty and plunder its treasures. You could champion either goal, or both. You might be a scout, tracker, or hunter of fugitives or beasts, haunting the edge of civilization or exploring the wilds. You know how to live off the land and are skilled at spotting and taking down both opportune prey and hated enemies.</em></p>\n<p><strong>Key Ability: STRENGTH OR DEXTERITY</strong></p>\n<p>At 1st level, your class gives you an ability boost to your choice of Strength or Dexterity.</p>\n<p><strong>Hit Points: 10 plus your Constitution modifier</strong></p>\n<p>You increase your maximum number of HP by this number at 1st level and every level thereafter.</p>\n<h1>Roleplaying the Ranger</h1>\n<h2>During Combat Encounters...</h2>\n<p>You can single out particular foes to hunt, making you better at defeating them. You target and brutalize your chosen foe with either a bow or melee weapons, while supporting your allies with your skills.</p>\n<h2>During Social Encounters...</h2>\n<p>When you speak, it's with the voice of practical experience, especially involving wilderness exploration.</p>\n<h2>While Exploring...</h2>\n<p>You guide your allies through the wilderness or follow tracks. You keep an eye out for trouble, constantly alert for danger even when it's not overt.</p>\n<h2>In Downtime...</h2>\n<p>You craft weapons and train animals in preparation for your next venture. If you prefer to get outside, you might go on hunts or scout nearby areas to better understand your environment.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Respect the raw power of nature and understand how to make the best of its bounty.</li>\n<li>Enjoy the thrill of the hunt.</li>\n<li>Scout out ahead of the party, reconnoitering dangers before combat begins.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Call upon you to protect them from the wilds or the encroachment of civilization.</li>\n<li>Expect you to be a quiet or taciturn loner.</li>\n<li>Think there is something dangerous and wild about you.</li>\n</ul>\n<h1>Initial Proficiencies</h1>\n<p>At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.</p>\n<h2>Perception</h2>\n<p>Expert in Perception</p>\n<h2>Saving Throws</h2>\n<p>Expert in Fortitude</p>\n<p>Expert in Reflex</p>\n<p>Trained in Will</p>\n<h2>Skills</h2>\n<p>Trained in Nature</p>\n<p>Trained in Survival</p>\n<p>Trained in a number of additional skills equal to 4 plus your Intelligence modifier</p>\n<h2>Attacks</h2>\n<p>Trained in simple weapons</p>\n<p>Trained in martial weapons</p>\n<p>Trained in unarmed attacks</p>\n<h2>Defenses</h2>\n<p>Trained in light armor</p>\n<p>Trained in medium armor</p>\n<p>Trained in unarmored defense</p>\n<h2>Class DC</h2>\n<p>Trained in ranger class DC</p>\n<h1>Class Features</h1>\n<p>You gain these features as a Ranger. Abilities gained at higher levels list the levels at which you gain them next to the features' names.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Your Level</th>\n<th>Class Features</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>Ancestry and background, initial proficiencies, hunt prey, hunter's edge, ranger feat</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Ranger feat, skill feat</td>\n</tr>\n<tr>\n<td>3</td>\n<td>General feat, iron will, skill increase</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Ranger feat, skill feat</td>\n</tr>\n<tr>\n<td>5</td>\n<td>Ability boosts, ancestry feat, ranger weapon expertise, skill increase, trackless step</td>\n</tr>\n<tr>\n<td>6</td>\n<td>Ranger feat, skill feat</td>\n</tr>\n<tr>\n<td>7</td>\n<td>Evasion, general feat, skill increase, vigilant senses, weapon specialization</td>\n</tr>\n<tr>\n<td>8</td>\n<td>Ranger feat, skill feat</td>\n</tr>\n<tr>\n<td>9</td>\n<td>Ancestry feat, nature's edge, ranger expertise, skill increase</td>\n</tr>\n<tr>\n<td>10</td>\n<td>Ability boosts, ranger feat, skill feat</td>\n</tr>\n<tr>\n<td>11</td>\n<td>General feat, juggernaut, medium armor expertise, skill increase, wild stride</td>\n</tr>\n<tr>\n<td>12</td>\n<td>Ranger feat, skill feat</td>\n</tr>\n<tr>\n<td>13</td>\n<td>Ancestry feat, skill increase, weapon mastery</td>\n</tr>\n<tr>\n<td>14</td>\n<td>Ranger feat, skill feat</td>\n</tr>\n<tr>\n<td>15</td>\n<td>Ability boosts, general feat, greater weapon specialization, improved evasion, incredible senses, skill increase</td>\n</tr>\n<tr>\n<td>16</td>\n<td>Ranger feat, skill feat</td>\n</tr>\n<tr>\n<td>17</td>\n<td>Ancestry feat, masterful hunter, skill increase</td>\n</tr>\n<tr>\n<td>18</td>\n<td>Ranger feat, skill feat</td>\n</tr>\n<tr>\n<td>19</td>\n<td>General feat, second skin, skill increase, swift prey</td>\n</tr>\n<tr>\n<td>20</td>\n<td>Ability boosts, ranger feat, skill feat</td>\n</tr>\n</tbody>\n</table>\n<h2>Ancestry and Background</h2>\n<p>In addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background.</p>\n<h2>Hunt Prey</h2>\n<p>When you focus your attention on a single foe, you become unstoppable in your pursuit. You gain the Hunt Prey action.</p>\n<h3>@UUID[Compendium.pf2e.actionspf2e.JYi4MnsdFu618hPm]{Hunt Prey} <span class=\"pf2-icon\">A</span></h3>\n<hr />\n<p>You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration.</p>\n<p>You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you're hunting.</p>\n<p>You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations.</p>\n<h2>Hunter's Edge</h2>\n<p>You have trained for countless hours to become a more skilled hunter and tracker, gaining an additional benefit when you Hunt Prey depending on the focus of your training. Choose a hunter's edge.</p>\n<p>Hunter's edges can be found here (@UUID[Compendium.pf2e.classfeatures.6v4Rj7wWfOH1882r]{Flurry}, @UUID[Compendium.pf2e.classfeatures.NBHyoTrI8q62uDsU]{Outwit} and @UUID[Compendium.pf2e.classfeatures.u6cBjqz2fiRBadBt]{Precision}).</p>\n<h2>Initial Proficiencies</h2>\n<p>At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.</p>\n<h2>Ranger Feats</h2>\n<p>At 1st level and every even-numbered level, you gain a ranger class feat.</p>\n<h2>Skill Feats<span style=\"float:right\">Level 2</span></h2>\n<p>At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.</p>\n<h2>General Feats<span style=\"float:right\">Level 3</span></h2>\n<p>At 3rd level and every 4 levels thereafter, you gain a general feat.</p>\n<h2>Iron Will<span style=\"float:right\">Level 3</span></h2>\n<p>Your training has hardened your resolve. Your proficiency rank for Will saves increases to expert.</p>\n<h2>Skill Increases<span style=\"float:right\">Level 3</span></h2>\n<p>At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill, or become an expert in one skill in which you're already trained.</p>\n<p>At 7th level, you can use skill increases to become a master in a skill in which you're already an expert, and at 15th level, you can use them to become legendary in a skill in which you're already a master.</p>\n<h2>Ability Boosts<span style=\"float:right\">Level 5</span></h2>\n<p>At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.</p>\n<h2>Ancestry Feats<span style=\"float:right\">Level 5</span></h2>\n<p>In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.</p>\n<h2>Ranger Weapon Expertise<span style=\"float:right\">Level 5</span></h2>\n<p>You've dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple, martial weapons, and unarmed attacks increases to expert. You gain access to the critical specialization effects of all such weapons and unarmed attacks when attacking your hunted prey.</p>\n<h2>Trackless Step<span style=\"float:right\">Level 5</span></h2>\n<p>When you move through natural terrains, you are difficult to track. You always gain the benefits of the Cover Tracks action in such terrains, without moving at half your Speed.</p>\n<h2>Evasion<span style=\"float:right\">Level 7</span></h2>\n<p>You've learned to move quickly to avoid explosions, dragons' breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.</p>\n<h2>Vigilant Senses<span style=\"float:right\">Level 7</span></h2>\n<p>Through your adventuring, you've developed keen awareness and attention to detail. Your proficiency rank for Perception increases to master.</p>\n<h2>Weapon Specialization<span style=\"float:right\">Level 7</span></h2>\n<p>You've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and to 4 if you're legendary.</p>\n<h2>Nature's Edge<span style=\"float:right\">Level 9</span></h2>\n<p>You always find the weak points in your foes' defenses when they're on unfavorable terrain. Enemies are flat-footed to you if they're in natural difficult terrain or in difficult terrain resulting from a snare.</p>\n<h2>Ranger Expertise<span style=\"float:right\">Level 9</span></h2>\n<p>You've practiced your techniques to make them harder to resist. Your proficiency rank for your ranger class DC increases to expert.</p>\n<h2>Juggernaut<span style=\"float:right\">Level 11</span></h2>\n<p>Your body is accustomed to physical hardship and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.</p>\n<h2>Medium Armor Expertise<span style=\"float:right\">Level 11</span></h2>\n<p>You've learned to defend yourself better against attacks. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to expert.</p>\n<h2>Wild Stride<span style=\"float:right\">Level 11</span></h2>\n<p>You move quickly through obstacles, whether they're tumbled stone, tangled undergrowth, or sucking mud. You can ignore the effects of non-magical difficult terrain. As normal for ignoring difficult terrain, this also lets you treat the hindrances of greater difficult terrain as those of difficult terrain.</p>\n<h2>Weapon Mastery<span style=\"float:right\">Level 13</span></h2>\n<p>You fully understand the intricacies of your weapons. Your proficiency ranks for simple, martial weapons, and unarmed attacks increase to master.</p>\n<h2>Greater Weapon Specialization<span style=\"float:right\">Level 15</span></h2>\n<p>Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you're an expert, 6 if you're a master, and 8 if you're legendary.</p>\n<h2>Improved Evasion<span style=\"float:right\">Level 15</span></h2>\n<p>Your ability to elude danger is matchless. Your proficiency rank for Reflex saves increases to legendary. When you roll a critical failure on a Reflex save, you get a failure instead. When you roll a failure on a Reflex save against a damaging effect, you take half damage.</p>\n<h2>Incredible Senses<span style=\"float:right\">Level 15</span></h2>\n<p>You notice things almost impossible for an ordinary person to detect. Your proficiency rank for Perception increases to legendary.</p>\n<h2>Masterful Hunter<span style=\"float:right\">Level 17</span></h2>\n<p>You have honed your abilities as a hunter to incredible levels. Your proficiency rank for your ranger class DC increases to master. When using a ranged weapon that you have master proficiency in, you can ignore the penalty if attacking your hunted prey within the weapon's second and third range increments.</p>\n<p>If you have master proficiency in Perception, you gain a +4 circumstance bonus to Perception checks when you Seek your prey, and if you have master proficiency in Survival, you gain a +4 circumstance bonus to Survival checks when you Track your prey. You also gain an additional benefit depending on your hunter's edge.</p>\n<p>See specific hunter's edges for more information.</p>\n<h2>Second Skin<span style=\"float:right\">Level 19</span></h2>\n<p>Your armor has become akin to a second skin for you. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to master. When wearing light or medium armor, you can rest normally, rather than receiving poor rest that leaves you fatigued.</p>\n<h2>Swift Prey<span style=\"float:right\">Level 19</span></h2>\n<p>You size up your prey with only a glance. You can use Hunt Prey as a free action if it's your first action of your turn.</p>"},"source":{"value":"Pathfinder Core Rulebook"},"traits":{"value":[],"rarity":"common","custom":""},"rules":[],"slug":"ranger","schema":{"version":0.815,"lastMigration":null},"keyAbility":{"value":["dex","str"],"selected":"dex"},"items":{"07lzm":{"img":"systems/pf2e/icons/features/classes/masterful-hunter.webp","level":17,"name":"Masterful Hunter","uuid":"Compendium.pf2e.classfeatures.RVZC4wVy5B5W2OeS"},"3k9vv":{"img":"systems/pf2e/icons/features/classes/weapon-specialization.webp","level":7,"name":"Weapon Specialization","uuid":"Compendium.pf2e.classfeatures.9EqIasqfI8YIM3Pt"},"7gij8":{"img":"systems/pf2e/icons/features/classes/natures-end.webp","level":9,"name":"Nature's Edge","uuid":"Compendium.pf2e.classfeatures.j2R64kwUgEJ1TudD"},"86ooy":{"img":"systems/pf2e/icons/features/classes/trackless-step.webp","level":5,"name":"Trackless Step","uuid":"Compendium.pf2e.classfeatures.PeZi7E9lI4vz8EGY"},"8er6c":{"img":"systems/pf2e/icons/features/classes/incredible-sense.webp","level":15,"name":"Incredible Senses","uuid":"Compendium.pf2e.classfeatures.nLwPMPLRne1HnL00"},"9412w":{"img":"systems/pf2e/icons/features/classes/medium-armor-expertise.webp","level":11,"name":"Medium Armor Expertise","uuid":"Compendium.pf2e.classfeatures.FCEp9jjxxgRJDJV3"},"bhe5z":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":1,"name":"Hunter's Edge","uuid":"Compendium.pf2e.classfeatures.mzkkj9LEWjJPBhaq"},"bucqx":{"img":"systems/pf2e/icons/features/classes/improved-evasion.webp","level":15,"name":"Improved Evasion","uuid":"Compendium.pf2e.classfeatures.L5D0NwFXdLiVSnk5"},"bv3vc":{"img":"systems/pf2e/icons/features/classes/swift-prey.webp","level":19,"name":"Swift Prey","uuid":"Compendium.pf2e.classfeatures.bBGb1LcffXEqar0p"},"djh8f":{"img":"systems/pf2e/icons/features/classes/second-skin.webp","level":19,"name":"Second Skin","uuid":"Compendium.pf2e.classfeatures.phwQ2MrDZ13D2HxC"},"e3ees":{"img":"systems/pf2e/icons/features/classes/juggerenaut.webp","level":11,"name":"Juggernaut","uuid":"Compendium.pf2e.classfeatures.OMZs5y16jZRW9KQK"},"eekwl":{"img":"systems/pf2e/icons/features/classes/evasion.webp","level":7,"name":"Evasion","uuid":"Compendium.pf2e.classfeatures.MV6XIuAgN9uSA0Da"},"eha1f":{"img":"systems/pf2e/icons/features/classes/greater-weapon-specialization.webp","level":15,"name":"Greater Weapon Specialization (Level 15)","uuid":"Compendium.pf2e.classfeatures.Z7HX6TeFsaup7Dx9"},"iyqmb":{"img":"systems/pf2e/icons/features/classes/wild-stride.webp","level":11,"name":"Wild Stride","uuid":"Compendium.pf2e.classfeatures.RlwE99yKnhq8FUuy"},"jhhhl":{"img":"systems/pf2e/icons/features/classes/ranger-weapon-expertise.webp","level":5,"name":"Ranger Weapon Expertise","uuid":"Compendium.pf2e.classfeatures.QhoW8ivPvYmWzyEZ"},"lzbwg":{"img":"systems/pf2e/icons/features/classes/vigilant-senses.webp","level":7,"name":"Vigilant Senses","uuid":"Compendium.pf2e.classfeatures.0npO4rPscGm0dX13"},"nvyh4":{"img":"systems/pf2e/icons/features/classes/weapon-mastery.webp","level":13,"name":"Weapon Mastery","uuid":"Compendium.pf2e.classfeatures.i6563IU7x4L9oRgC"},"q4kx8":{"img":"systems/pf2e/icons/features/classes/iron-will.webp","level":3,"name":"Iron Will","uuid":"Compendium.pf2e.classfeatures.wMyDcVNmA7xGK83S"},"s7kqn":{"img":"systems/pf2e/icons/features/classes/hunt-prey.webp","level":1,"name":"Hunt Prey","uuid":"Compendium.pf2e.classfeatures.0nIOGpHQNHsKSFKT"},"upgl9":{"img":"systems/pf2e/icons/features/classes/ranger-expertise.webp","level":9,"name":"Ranger Expertise","uuid":"Compendium.pf2e.classfeatures.5likl5SAxQPrQ3KF"}},"hp":10,"trainedSkills":{"value":["nat","sur"],"additional":4},"perception":2,"savingThrows":{"fortitude":2,"reflex":2,"will":1},"attacks":{"simple":1,"martial":1,"advanced":0,"unarmed":1,"other":{"name":"","rank":0}},"defenses":{"unarmored":1,"light":1,"medium":1,"heavy":0},"classDC":1,"ancestryFeatLevels":{"value":[1,5,9,13,17]},"classFeatLevels":{"value":[1,2,4,6,8,10,12,14,16,18,20]},"generalFeatLevels":{"value":[3,7,11,15,19]},"skillFeatLevels":{"value":[2,4,6,8,10,12,14,16,18,20]},"skillIncreaseLevels":{"value":[3,5,7,9,11,13,15,17,19]}},"type":"class","flags":{"core":{"sourceId":"Compendium.pf2e.classes.Yix76sfxrIlltSTJ"}},"effects":[],"folder":null,"sort":0,"ownership":{"default":0,"maLnnthJIImbodBW":3},"_stats":{"systemId":"pf2e","systemVersion":"4.6.8","coreVersion":"10.291","createdTime":1674211543943,"modifiedTime":1674256744303,"lastModifiedBy":"maLnnthJIImbodBW"}},{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","name":"Hunter's Edge","system":{"description":{"value":"<p>You have trained for countless hours to become a skilled hunter and tracker, gaining an additional benefit when you Hunt Prey depending on the focus of your training. Choose one of the following hunter's edges:</p>\n<ul>\n<li>@UUID[Compendium.pf2e.classfeatures.6v4Rj7wWfOH1882r]{Flurry}</li>\n<li>@UUID[Compendium.pf2e.classfeatures.NBHyoTrI8q62uDsU]{Outwit}</li>\n<li>@UUID[Compendium.pf2e.classfeatures.u6cBjqz2fiRBadBt]{Precision}</li>\n</ul>"},"source":{"value":"Pathfinder Core Rulebook"},"traits":{"value":["ranger"],"rarity":"common","custom":""},"rules":[{"adjustName":false,"allowedDrops":{"label":"1st-level Ranger class feature","predicate":["item:level:1","item:trait:ranger","item:type:feature"]},"choices":[{"value":"Compendium.pf2e.classfeatures.6v4Rj7wWfOH1882r"},{"value":"Compendium.pf2e.classfeatures.NBHyoTrI8q62uDsU"},{"value":"Compendium.pf2e.classfeatures.u6cBjqz2fiRBadBt"}],"key":"ChoiceSet","prompt":"PF2E.SpecificRule.Ranger.HuntersEdge.Prompt","flag":"huntersEdge","selection":"Compendium.pf2e.classfeatures.u6cBjqz2fiRBadBt"},{"key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.huntersEdge}","flag":"precision"}],"slug":"hunters-edge","schema":{"version":0.815,"lastMigration":null},"level":{"value":1},"featType":{"value":"classfeature"},"onlyLevel1":false,"maxTakable":1,"actionType":{"value":"passive"},"actions":{"value":null},"prerequisites":{"value":[]},"location":"SA3EQMa29rCpo54A"},"type":"feat","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.mzkkj9LEWjJPBhaq"},"pf2e":{"itemGrants":{"precision":{"id":"0Bl1962RSoC5lMIy","onDelete":"detach"}}}},"effects":[],"folder":null,"sort":0,"ownership":{"default":0,"maLnnthJIImbodBW":3},"_stats":{"systemId":"pf2e","systemVersion":"4.6.8","coreVersion":"10.291","createdTime":1674211543953,"modifiedTime":1674211543953,"lastModifiedBy":"maLnnthJIImbodBW"},"_id":"YIh6UiuOtZI9hvBl"},{"img":"systems/pf2e/icons/features/classes/hunt-prey.webp","name":"Hunt Prey","system":{"description":{"value":"<p>When you focus your attention on a single foe, you become unstoppable in your pursuit. You gain the @UUID[Compendium.pf2e.actionspf2e.JYi4MnsdFu618hPm]{Hunt Prey} action.</p>"},"source":{"value":"Pathfinder Core Rulebook"},"traits":{"value":["ranger"],"rarity":"common","custom":""},"rules":[{"allowDuplicate":false,"key":"GrantItem","uuid":"Compendium.pf2e.actionspf2e.JYi4MnsdFu618hPm","flag":"huntPrey"},{"count":true,"domain":"all","key":"RollOption","option":"grants-hunt-prey","priority":99}],"slug":"hunt-prey","schema":{"version":0.815,"lastMigration":null},"level":{"value":1},"featType":{"value":"classfeature"},"onlyLevel1":false,"maxTakable":1,"actionType":{"value":"passive"},"actions":{"value":null},"prerequisites":{"value":[]},"location":"SA3EQMa29rCpo54A"},"type":"feat","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.0nIOGpHQNHsKSFKT"},"pf2e":{"itemGrants":{"huntPrey":{"id":"OH584o6oi7aTjrJM","onDelete":"detach"}}}},"effects":[],"folder":null,"sort":100,"ownership":{"default":0,"maLnnthJIImbodBW":3},"_stats":{"systemId":"pf2e","systemVersion":"4.6.8","coreVersion":"10.291","createdTime":1674211543956,"modifiedTime":1674211543956,"lastModifiedBy":"maLnnthJIImbodBW"},"_id":"zBCxCSOKCRWoQVA8"},{"img":"systems/pf2e/icons/features/classes/precision.webp","name":"Precision","system":{"description":{"value":"<p>You have trained to aim for your prey's weak points. The first time you hit your hunted prey in a round, you also deal 1d8 additional precision damage. (Precision damage increases the damage you already deal, using the same type, but is ineffective against creatures that lack vital organs or weak points.)</p>\n<p>At 11th level, the extra damage increases to 2d8 precision damage, and at 19th level, the extra damage increases to 3d8 precision damage.</p>"},"source":{"value":"Pathfinder Core Rulebook"},"traits":{"value":["ranger"],"rarity":"common","custom":""},"rules":[{"domain":"all","key":"RollOption","label":"First attack on hunted prey this round","option":"first-attack","toggleable":true},{"category":"precision","dieSize":"d8","key":"DamageDice","predicate":["first-attack"],"selector":"strike-damage","value":{"brackets":[{"end":10,"value":{"diceNumber":1}},{"end":18,"start":11,"value":{"diceNumber":2}},{"start":19,"value":{"diceNumber":3}}]}}],"slug":"precision","schema":{"version":0.815,"lastMigration":null},"level":{"value":1},"featType":{"value":"classfeature"},"onlyLevel1":false,"maxTakable":1,"actionType":{"value":"passive"},"actions":{"value":null},"prerequisites":{"value":[]},"location":null},"type":"feat","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.u6cBjqz2fiRBadBt"},"pf2e":{"grantedBy":{"id":"YIh6UiuOtZI9hvBl","onDelete":"cascade"}}},"effects":[],"folder":null,"sort":0,"ownership":{"default":0,"maLnnthJIImbodBW":3},"_stats":{"systemId":"pf2e","systemVersion":"4.6.8","coreVersion":"10.291","createdTime":1674211543961,"modifiedTime":1674211543961,"lastModifiedBy":"maLnnthJIImbodBW"},"_id":"0Bl1962RSoC5lMIy"},{"img":"systems/pf2e/icons/actions/OneAction.webp","name":"Hunt Prey","system":{"description":{"value":"<p>You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration.</p>\n<p>You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you @UUID[Compendium.pf2e.actionspf2e.EA5vuSgJfiHH7plD]{Track} your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you're hunting.</p>\n<p>You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations.</p>"},"source":{"value":"Pathfinder Core Rulebook"},"traits":{"value":["concentrate","ranger"],"rarity":"common","custom":""},"rules":[{"domain":"all","key":"RollOption","label":"PF2E.SpecificRule.HuntPrey.TargetHuntedPrey","option":"hunted-prey","toggleable":true},{"key":"FlatModifier","label":"PF2E.SpecificRule.HuntPrey.TargetHuntedPrey","predicate":["hunted-prey",{"or":["action:seek","action:track"]}],"selector":["perception","survival"],"type":"circumstance","value":2},{"domain":"ranged-attack-roll","key":"RollOption","option":"ignore-range-penalty:2","predicate":["hunted-prey"]}],"slug":"hunt-prey","schema":{"version":0.815,"lastMigration":null},"actionType":{"value":"action"},"actionCategory":{"value":"offensive"},"actions":{"value":1},"requirements":{"value":""},"trigger":{"value":""},"deathNote":false,"weapon":{"value":""}},"type":"action","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.JYi4MnsdFu618hPm"},"pf2e":{"grantedBy":{"id":"zBCxCSOKCRWoQVA8","onDelete":"cascade"}}},"effects":[],"folder":null,"sort":0,"ownership":{"default":0,"maLnnthJIImbodBW":3},"_stats":{"systemId":"pf2e","systemVersion":"4.6.8","coreVersion":"10.291","createdTime":1674211543969,"modifiedTime":1674211543969,"lastModifiedBy":"maLnnthJIImbodBW"},"_id":"OH584o6oi7aTjrJM"},{"_id":"TeJVMHJF1b6RkG8Q","img":"systems/pf2e/icons/default-icons/background.svg","name":"Amnesiac","system":{"description":{"value":"<p>Your background is… well… honestly, you can't remember! You might have inklings deep within your mind, undercurrents of unusual emotions or unexpected responses to certain people or situations, but ultimately you don't know who you once were. You might be adventuring specifically to help discover yourself. It's up to you and the GM how to handle the truth of your character's backstory. You could leave it to the GM so it's a secret, work together with the GM, or even choose to leave it undecided until later. In any case, you and your GM should determine a few noteworthy details about your character or their belongings to get the first clues to your past.</p>\n<p>You gain three free ability boosts. You choose two, and the GM chooses the third based on their first inklings of your character's possible history.</p>"},"source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"value":[],"rarity":"rare","custom":""},"rules":[],"slug":"amnesiac","schema":{"version":0.815,"lastMigration":null},"boosts":{"0":{"value":["cha","con","dex","int","str","wis"],"selected":"con"},"1":{"value":["cha","con","dex","int","str","wis"]},"2":{"selected":null,"value":["cha","con","dex","int","str","wis"]}},"items":{},"trainedLore":"GM choice free skill boost","trainedSkills":{"value":[]}},"type":"background","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.0ZfBP7Tp2P3WN7Dp"}},"effects":[],"folder":null,"sort":0,"ownership":{"default":0,"maLnnthJIImbodBW":3},"_stats":{"systemId":"pf2e","systemVersion":"4.6.8","coreVersion":"10.291","createdTime":1674211551841,"modifiedTime":1674256739112,"lastModifiedBy":"maLnnthJIImbodBW"}},{"_id":"it76920aCc3lnlOi","img":"systems/pf2e/icons/equipment/weapons/club.webp","name":"Club","system":{"description":{"value":"<p>This is a piece of stout wood shaped or repurposed to bludgeon an enemy. Clubs can be intricately carved pieces of martial art or as simple as a tree branch or piece of wood.</p>"},"source":{"value":"Pathfinder Core Rulebook"},"traits":{"value":["thrown-10"],"rarity":"common","custom":"","otherTags":[]},"rules":[],"slug":"club","schema":{"version":0.815,"lastMigration":null},"quantity":1,"baseItem":"club","hp":{"brokenThreshold":0,"value":0,"max":0},"hardness":0,"weight":{"value":"1"},"equippedBulk":{"value":""},"price":{"value":{}},"equipped":{"carryType":"held","invested":null,"handsHeld":1},"stackGroup":null,"negateBulk":{"value":"0"},"containerId":null,"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"size":"med","identification":{"status":"identified","unidentified":{"name":"","img":"","data":{"description":{"value":""}}},"misidentified":{}},"usage":{"value":"held-in-one-hand"},"level":{"value":0},"category":"simple","group":"club","bonus":{"value":0},"damage":{"dice":1,"die":"d6","damageType":"bludgeoning","persistent":null},"bonusDamage":{"value":0},"splashDamage":{"value":0},"range":null,"reload":{"value":"-"},"MAP":{"value":""},"potencyRune":{"value":null},"strikingRune":{"value":""},"specific":{"value":false},"propertyRune1":{"value":""},"propertyRune2":{"value":""},"propertyRune3":{"value":""},"propertyRune4":{"value":""},"property1":{"value":"","dice":0,"die":"","damageType":"","critDice":0,"critDie":"","critDamage":"","critDamageType":""}},"type":"weapon","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.c58wczIzH2gzeXQL"}},"effects":[],"folder":null,"sort":0,"ownership":{"default":0,"maLnnthJIImbodBW":3},"_stats":{"systemId":"pf2e","systemVersion":"4.6.8","coreVersion":"10.291","createdTime":1674256101080,"modifiedTime":1674256113963,"lastModifiedBy":"maLnnthJIImbodBW"}},{"_id":"eyUJQTmQo9g7GlF0","img":"systems/pf2e/icons/features/feats/feats.webp","name":"Shield Block","system":{"description":{"value":"<p><strong>Trigger</strong> While you have your shield raised, you would take damage from a physical attack</p>\n<hr />\n<p>You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.</p>"},"source":{"value":"Pathfinder Core Rulebook"},"traits":{"value":["general"],"rarity":"common","custom":""},"rules":[],"slug":"shield-block","schema":{"version":0.815,"lastMigration":null},"level":{"value":1},"featType":{"value":"general"},"onlyLevel1":false,"maxTakable":1,"actionType":{"value":"reaction"},"actions":{"value":null},"prerequisites":{"value":[]},"location":null},"type":"feat","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.jM72TjJ965jocBV8"}},"effects":[],"folder":null,"sort":0,"ownership":{"default":0,"maLnnthJIImbodBW":3},"_stats":{"systemId":"pf2e","systemVersion":"4.6.8","coreVersion":"10.291","createdTime":1674256474581,"modifiedTime":1674256474581,"lastModifiedBy":"maLnnthJIImbodBW"}},{"_id":"bf2mxv5gahBEKIah","img":"systems/pf2e/icons/equipment/shields/steel-shield.webp","name":"Steel Shield","system":{"description":{"value":"<p>Like wooden shields, steel shields come in a variety of shapes and sizes. Though more expensive than wooden shields, they are much more durable.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Hardness</th>\n<th>HP</th>\n<th>BT</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>5</td>\n<td>20</td>\n<td>10</td>\n</tr>\n</tbody>\n</table>"},"source":{"value":"Pathfinder Core Rulebook"},"traits":{"value":[],"rarity":"common","custom":"","otherTags":[]},"rules":[],"slug":"steel-shield","schema":{"version":0.815,"lastMigration":null},"quantity":1,"baseItem":null,"hp":{"brokenThreshold":10,"value":0,"max":20},"hardness":5,"weight":{"value":"1"},"equippedBulk":{"value":""},"price":{"value":{"gp":2}},"equipped":{"carryType":"held","invested":null,"handsHeld":2},"stackGroup":null,"negateBulk":{"value":"0"},"containerId":null,"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"size":"med","identification":{"status":"identified","unidentified":{"name":"Unusual Shield","img":"systems/pf2e/icons/unidentified_item_icons/shields.webp","data":{"description":{"value":"The nature of this shield is unclear."}}},"misidentified":{}},"usage":{"value":"held-in-one-hand"},"level":{"value":0},"armor":{"value":2},"category":"shield","group":null,"strength":{"value":0},"dex":{"value":0},"check":{"value":0},"speed":{"value":0},"potencyRune":{"value":0},"resiliencyRune":{"value":""},"propertyRune1":{"value":""},"propertyRune2":{"value":""},"propertyRune3":{"value":""},"propertyRune4":{"value":""},"potency":{}},"type":"armor","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.Yr9yCuJiAlFh3QEB"}},"effects":[],"folder":null,"sort":0,"ownership":{"default":0,"maLnnthJIImbodBW":3},"_stats":{"systemId":"pf2e","systemVersion":"4.6.8","coreVersion":"10.291","createdTime":1674256487254,"modifiedTime":1674256784923,"lastModifiedBy":"maLnnthJIImbodBW"}},{"flags":{"pf2e":{"condition":true,"grantedBy":{"id":"IFlvUinRrnqvKYIw","onDelete":"cascade"}},"core":{"sourceId":"Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg"}},"img":"systems/pf2e/icons/conditions/flat-footed.webp","name":"Flat-Footed","system":{"description":{"value":"<p>You're distracted or otherwise unable to focus your full attention on defense. You take a -2 circumstance penalty to AC. Some effects give you the flat-footed condition only to certain creatures or against certain attacks. Others-especially conditions-can make you universally flat-footed against everything. 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{"name":"jeffrey","type":"character","ownership":{"default":1,"maLnnthJIImbodBW":3},"prototypeToken":{"flags":{"pf2e":{"linkToActorSize":true,"autoscale":true}},"height":1,"width":1,"actorLink":true,"sight":{"enabled":true,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"name":"jeffrey","displayName":0,"texture":{"src":"systems/pf2e/icons/default-icons/character.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"lockRotation":false,"rotation":0,"alpha":1,"disposition":-1,"displayBars":0,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":null},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"detectionModes":[],"randomImg":false},"img":"systems/pf2e/icons/default-icons/character.svg","system":{"attributes":{"hp":{"value":16,"temp":0},"initiative":{"ability":"perception"},"speed":{"value":25,"otherSpeeds":[]},"bonusLimitBulk":0,"bonusEncumbranceBulk":0,"sp":{"value":0,"max":0,"details":""},"resolve":{"value":0,"max":0}},"details":{"alignment":{"value":"N"},"level":{"value":1},"biography":{"appearance":"","backstory":"","birthPlace":"","attitude":"","beliefs":"","likes":"","dislikes":"","catchphrases":"","campaignNotes":"","allies":"","enemies":"","organaizations":""},"keyability":{"value":"str"},"xp":{"value":0,"min":0,"max":1000,"pct":0},"age":{"value":""},"height":{"value":""},"weight":{"value":""},"gender":{"value":""},"ethnicity":{"value":""},"nationality":{"value":""}},"traits":{"value":[],"senses":[],"languages":{"value":[],"selected":[],"custom":""}},"resources":{"heroPoints":{"value":1,"max":3}},"schema":{"version":null,"lastMigration":null},"abilities":{},"saves":{},"skills":{"acr":{"rank":0},"arc":{"rank":0},"ath":{"rank":0},"cra":{"rank":0},"dec":{"rank":0},"dip":{"rank":0},"itm":{"rank":0},"med":{"rank":0},"nat":{"rank":0},"occ":{"rank":0},"prf":{"rank":0},"rel":{"rank":0},"soc":{"rank":0},"ste":{"rank":0},"sur":{"rank":0},"thi":{"rank":0}},"martial":{},"crafting":{"formulas":[]},"pfs":{"playerNumber":null,"characterNumber":null,"levelBump":false,"currentFaction":"EA","school":null,"reputation":{"EA":null,"GA":null,"HH":null,"VS":null,"RO":null,"VW":null}}},"items":[{"_id":"yXimUmhCd7KOeLYO","img":"systems/pf2e/icons/default-icons/alternatives/ancestries/kitsune.svg","name":"Kitsune","system":{"description":{"value":"<p><em>Kitsune are a charismatic and witty people with a connection to the spiritual that grants them many magical abilities, chiefly the power to shapechange into other forms. Whether they pass unseen among other peoples or hold their tails high, kitsune are clever observers of the societies around them.</em></p>\n<hr />\n<p>Kitsune are shapechangers with two forms: one of a fox-headed humanoid and one largely depending on where they were raised. Those raised in populated areas typically have what's called a tailless form—a humanoid body without any fox features that resembles a more common ancestry, such as an elf or a human. In wooded or rural areas, their second form is more likely to be that of a fox.</p>\n<p>Though all-kitsune settlements exist, most live among people of other ancestries, granting them a degree of external insight into social rules or dynamics that others process only subconsciously. Kitsune enjoy subverting expectations as much as they do going along with them. Their fondness for jokes, stories, and wordplay, especially when the twist of a riddle hinges on the listener's assumptions, reinforces their reputation as tricksters.</p>\n<p>With dual forms and a connection to both the material and spiritual worlds, kitsune have diverse concepts of self and identity. Some even view their forms as separate individuals altogether, using them to explore different aspects of their personality.</p>\n<p>If you want to play a character with innate magical talents and countless hidden facets, each revealed with a glint of the eye and a twisting grin, you should play a kitsune.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Studiously observe the habits of those around you, taking mental notes on how to imitate them better.</li>\n<li>Delight in jokes, clever wordplay, pranks, or unnecessarily complex plots.</li>\n<li>Present a different, but authentic, side of yourself in each new situation.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Are taken in by your magnetic personality and enigmatic nature.</li>\n<li>Marvel at your many supernatural abilities.</li>\n<li>Wonder what you aren't telling them.</li>\n</ul>\n<h2>Physical Description</h2>\n<p>Kitsune have alert vulpine ears, pointed snouts, and short, semi-retractable claws on their fingers and toes. Their fur is dense, countershaded, and most often red,tan, black, or white in color. Kitsune have bushy tails that grow in number as they hone their innate magical abilities, to as many as nine.</p>\n<h2>Society</h2>\n<p>Kitsune are rarely the majority in whatever communities they inhabit, and many go their whole lives without meeting another kitsune beyond their family. Their society, as much as it exists, centers primarily around the commonalities that kitsune find as they pass among other peoples. The same social perspective that helps them imitate others also makes them quick to notice signs that someone may need help or a kind word. Due to this, kitsune often form strong interpersonal relationships and tend to anchor their social circles.</p>\n<p>When two kitsune do meet, they may find themselves exchanging light verbal repartee, enjoying the sport of trying to outwit each other. While it's considered a grave offense to outright give away another kitsune's shapechanging nature, kitsune relish surreptitiously forcing another to \"break character,\" shocking the other into disrupting their transformation through a well-placed comment.</p>\n<h2>Alignment and Religion</h2>\n<p>Kitsune often have neutrality in their alignment from balancing their dual natures, though their instinct for stirring up trouble leads many to lean slightly toward chaos. Some possess the ability to control or bend the will of others, but even among those that do, only the evilest use these arts flippantly or selfishly.</p>\n<p>The patron kitsune deity is Daikitsu, the goddess of crafting and agriculture. Though not all kitsune necessarily worship Daikitsu, most respect her as the purported source of their powers. Kitsune in Tian Xia often revere both Shizuru and Tsukiyo, seeing the duality of the sun and moon in their own multifaceted nature. A small sect of Avistani kitsune worship Sivanah, the goddess of illusion, respecting her position between perception and reality and believing the goddess's true form to be that of a kitsune-hidden behind not seven veils, but nine.</p>\n<h2>Names</h2>\n<p>While kitsune have some traditional names, they're more likely to use names that are unremarkable in their local society, the better to pass unnoticed. Some have different names for each form: a kitsune name for their kitsune form, a regional name for a tailless form, and possibly no name at all for a fox form.</p>\n<h3><span style=\"text-decoration:underline\">Sample Names</span></h3>\n<p>Hamako, Haohiko, Kitsukou, Kon, Kwan-la, Talaro</p>\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Kitsune Mechanics</h2>\n<p><strong>Hit Points</strong> 8</p>\n<p><strong>Size</strong> Medium</p>\n<p><strong>Speed</strong> 25 feet</p>\n<p><strong>Ability Boosts</strong> Charisma, Free</p>\n<p><strong>Languages</strong> Common</p>\n<p><strong>Additional Languages</strong> equal to your Intelligence modifier (if positive). Choose from Elven, Gnomish, Goblin, Halfling, Dwarven, Sylvan, and any other languages to which you have access (such as the languages prevalent in your region).</p>\n<p><strong>Senses</strong> Low-Light Vision</p>\n<p><strong>Change Shape</strong>(concentrate, divine, kitsune, polymorph, transmutation) You transform into a specific alternate form determined by your heritage. If your heritage doesn't list a form, your alternate form is a tailless form, which is a common Medium humanoid ancestry prevalent where you grew up (typically human). This form is the same age and body type as your true form and has roughly analogous physical traits, such as hair color. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. You lose any unarmed Strikes you gained from a kitsune heritage or ancestry feat in this form. You can remain in your alternate form indefinitely, and you can shift back to your true kitsune form by using this action again.</p>"},"source":{"value":"Pathfinder Lost Omens: Ancestry Guide"},"traits":{"value":["humanoid","kitsune"],"rarity":"uncommon","custom":""},"rules":[],"slug":"kitsune","schema":{"version":0.815,"lastMigration":null},"hp":8,"size":"med","reach":5,"speed":25,"boosts":{"0":{"value":["cha"]},"1":{"value":[]},"2":{"value":["str","dex","con","int","wis","cha"]}},"flaws":{"0":{"value":[]}},"languages":{"value":["common"],"custom":""},"additionalLanguages":{"count":0,"value":["dwarven","elven","gnomish","goblin","halfling","sylvan"],"custom":""},"items":{"7ytru":{"img":"systems/pf2e/icons/default-icons/feat.svg","level":1,"name":"Change Shape","uuid":"Compendium.pf2e.ancestryfeatures.Ymg6WqeJqOyLJLEr"}},"vision":"lowLightVision"},"type":"ancestry","flags":{"core":{"sourceId":"Compendium.pf2e.ancestries.4BL5wf1VF9feC2rY"}},"effects":[],"folder":null,"sort":0,"ownership":{"default":0,"maLnnthJIImbodBW":3},"_stats":{"systemId":"pf2e","systemVersion":"4.6.8","coreVersion":"10.291","createdTime":1674255969938,"modifiedTime":1674255969938,"lastModifiedBy":"maLnnthJIImbodBW"}},{"img":"systems/pf2e/icons/spells/fey-disapperance.webp","name":"Change Shape (Kitsune)","system":{"description":{"value":"<p>As a kitsune, you gain the @UUID[Compendium.pf2e.actionspf2e.wwvPiG2kET2rkSAG]{Change Shape (Kitsune)} ability.</p>"},"source":{"value":"Pathfinder Lost Omens: Ancestry Guide"},"traits":{"value":["kitsune"],"rarity":"common","custom":""},"rules":[{"key":"GrantItem","uuid":"Compendium.pf2e.actionspf2e.wwvPiG2kET2rkSAG","flag":"changeShapeKitsune"}],"slug":"change-shape-kitsune","schema":{"version":0.815,"lastMigration":null},"level":{"value":0},"featType":{"value":"ancestryfeature"},"onlyLevel1":false,"maxTakable":1,"actionType":{"value":"passive"},"actions":{"value":null},"prerequisites":{"value":[]},"location":"yXimUmhCd7KOeLYO"},"type":"feat","flags":{"core":{"sourceId":"Compendium.pf2e.ancestryfeatures.Ymg6WqeJqOyLJLEr"},"pf2e":{"itemGrants":{"changeShapeKitsune":{"id":"tOxfYXVZl25ALa8v","onDelete":"detach"}}}},"effects":[],"folder":null,"sort":0,"ownership":{"default":0,"maLnnthJIImbodBW":3},"_stats":{"systemId":"pf2e","systemVersion":"4.6.8","coreVersion":"10.291","createdTime":1674255969950,"modifiedTime":1674255969950,"lastModifiedBy":"maLnnthJIImbodBW"},"_id":"kcHkINldA2QiqwpT"},{"img":"systems/pf2e/icons/actions/OneAction.webp","name":"Change Shape (Kitsune)","system":{"description":{"value":"<p>You transform into a specific alternate form determined by your heritage. If your heritage doesn't list a form, your alternate form is a tailless form, which is a common Medium humanoid ancestry prevalent where you grew up (typically human). This form is the same age and body type as your true form and has roughly analogous physical traits, such as hair color. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. You lose any unarmed Strikes you gained from a kitsune heritage or ancestry feat in this form. You can remain in your alternate form indefinitely, and you can shift back to your true kitsune form by using this action again.</p>"},"source":{"value":"Pathfinder Lost Omens: Ancestry Guide"},"traits":{"value":["concentrate","divine","kitsune","polymorph","transmutation"],"rarity":"common","custom":""},"rules":[],"slug":"change-shape-kitsune","schema":{"version":0.815,"lastMigration":null},"actionType":{"value":"action"},"actionCategory":{"value":"interaction"},"actions":{"value":1},"requirements":{"value":""},"trigger":{"value":""},"deathNote":false,"weapon":{"value":""}},"type":"action","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.wwvPiG2kET2rkSAG"},"pf2e":{"grantedBy":{"id":"kcHkINldA2QiqwpT","onDelete":"cascade"}}},"effects":[],"folder":null,"sort":0,"ownership":{"default":0,"maLnnthJIImbodBW":3},"_stats":{"systemId":"pf2e","systemVersion":"4.6.8","coreVersion":"10.291","createdTime":1674255969955,"modifiedTime":1674255969955,"lastModifiedBy":"maLnnthJIImbodBW"},"_id":"tOxfYXVZl25ALa8v"},{"_id":"tXSeYp2GdD8NMi4h","img":"systems/pf2e/icons/features/ancestry/bloodhound-shoony.webp","name":"Bloodhound Shoony","system":{"description":{"value":"<p>Your ancestors were famous trackers, and you carry in your blood that same gift of the hunt.</p>\n<p>You gain a special sense: imprecise scent with a range of 30 feet. This means you can use your sense of smell to determine the location of a creature, but it remains @UUID[Compendium.pf2e.conditionitems.iU0fEDdBp3rXpTMC]{Hidden}.</p>\n<p>In addition, you gain a +2 circumstance bonus to Survival checks to @UUID[Compendium.pf2e.actionspf2e.EA5vuSgJfiHH7plD]{Track} creatures that you have previously sensed with your scent.</p>"},"source":{"value":"Pathfinder #153: Life's Long Shadows"},"traits":{"value":[],"rarity":"common","custom":""},"rules":[{"key":"FlatModifier","label":"Bloodhound Shoony (Track smelled creatures)","predicate":["action:track","target:previously-smelled"],"selector":"survival","type":"circumstance","value":2},{"acuity":"imprecise","key":"Sense","range":30,"selector":"scent"}],"slug":"bloodhound-shoony","schema":{"version":0.815,"lastMigration":null},"ancestry":{"name":"Shoony","uuid":"Compendium.pf2e.ancestries.q6rsqYARyOGXZA8F"}},"type":"heritage","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.z4cvqtpkkAYoFpHa"}},"effects":[],"folder":null,"sort":0,"ownership":{"default":0,"maLnnthJIImbodBW":3},"_stats":{"systemId":"pf2e","systemVersion":"4.6.8","coreVersion":"10.291","createdTime":1674255977853,"modifiedTime":1674255977853,"lastModifiedBy":"maLnnthJIImbodBW"}},{"_id":"Yl0j6a6AEQB5e2Ht","img":"systems/pf2e/icons/classes/magus.webp","name":"Magus","system":{"description":{"value":"<p><em>Combining the physicality and technique of a warrior with the ability to cast arcane magic, you seek to perfect the art of fusing spell and strike. While the hefty tome you carry reflects hours conducting arcane research, your enemies need no reminder of your training. They recognize it as you take them down.</em></p>\n<p><strong>Key Ability: STRENGTH OR DEXTERITY</strong></p>\n<p>At 1st level, your class gives you an ability boost to your choice of Strength or Dexterity.</p>\n<p><strong>Hit Points: 8 plus your Constitution modifier</strong></p>\n<p>You increase your maximum number of HP by this number at 1st level and every level thereafter.</p>\n<h1>Roleplaying the Magus</h1>\n<h2>During Combat Encounters...</h2>\n<p>You channel spells through your weapon or body to hit enemies with a powerful attack and spell combination. Because your spells per day are limited, you often rely on trusty, carefully chosen cantrips and focus spells. When necessary, you know how to win a fight without magic.</p>\n<h2>During Social Encounters...</h2>\n<p>Your education and breadth of experience make you knowledgeable about many subjects. You can contribute information related to your scholarly pursuits, especially about magic.</p>\n<h2>While Exploring...</h2>\n<p>Your flexibility means you might look for magical auras, remain on guard, or even sneak around. Your ability to fill different niches means that your role often depends on the talents of the other members of your group.</p>\n<h2>In Downtime...</h2>\n<p>You split your time between magical pursuits, like researching spells and crafting items, and martial practice, such as retraining combat abilities to learn new techniques.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Continually refine your spell and item selections to suit your personal style, or prepare battle plans and spell lists for a variety of situations.</li>\n<li>Socialize with scholars of magic and veteran combatants alike, seeking out masters to teach you new techniques.</li>\n<li>Overreach with ambitious plans that pull you in too many directions at once.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Wonder how you can keep on top of two disparate disciplines at the same time.</li>\n<li>Believe you have a broad enough skill set to take care of yourself in most situations.</li>\n</ul>\n<h1>Initial Proficiencies</h1>\n<p>At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.</p>\n<h2>Perception</h2>\n<p>Trained in Perception</p>\n<h2>Saving Throws</h2>\n<p>Expert in Fortitude</p>\n<p>Trained in Reflex</p>\n<p>Expert in Will</p>\n<h2>Skills</h2>\n<p>Trained in Arcana</p>\n<p>Trained in a number of additional skills equal to 2 plus your Intelligence modifier</p>\n<h2>Attacks</h2>\n<p>Trained in simple weapons</p>\n<p>Trained in martial weapons</p>\n<p>Trained in unarmed attacks</p>\n<h2>Defenses</h2>\n<p>Trained in light armor</p>\n<p>Trained in medium armor</p>\n<p>Trained in unarmored defense</p>\n<h2>Spells</h2>\n<p>Trained in arcane spell attacks</p>\n<p>Trained in arcane spell DCs</p>\n<h1>Class Features</h1>\n<p>You gain these features as a Magus. Abilities gained at higher levels list the levels at which you gain them next to the features' names.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Your Level</th>\n<th>Class Features</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>Ancestry and background, initial proficiencies, arcane spellcasting, arcane cascade, conflux spells, hybrid study, spellstrike</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Magus feat, skill feat</td>\n</tr>\n<tr>\n<td>3</td>\n<td>2nd-level spells, general feat, skill increase</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Magus feat, skill feat</td>\n</tr>\n<tr>\n<td>5</td>\n<td>3rd-level spells, ability boosts, ancestry feat, lightning reflexes, skill increase, weapon expertise</td>\n</tr>\n<tr>\n<td>6</td>\n<td>Magus feat, skill feat</td>\n</tr>\n<tr>\n<td>7</td>\n<td>4th-level spells, general feat, skill increase, studious spells, weapon specialization</td>\n</tr>\n<tr>\n<td>8</td>\n<td>Magus feat, skill feat</td>\n</tr>\n<tr>\n<td>9</td>\n<td>5th-level spells, alertness, ancestry feat, expert spellcaster, resolve, skill increase</td>\n</tr>\n<tr>\n<td>10</td>\n<td>Ability boosts, Magus feat, skill feat</td>\n</tr>\n<tr>\n<td>11</td>\n<td>6th-level spells, general feat, medium armor expertise, skill increase</td>\n</tr>\n<tr>\n<td>12</td>\n<td>Magus feat, skill feat</td>\n</tr>\n<tr>\n<td>13</td>\n<td>7th-level spells, ancestry feat, skill increase, weapon mastery</td>\n</tr>\n<tr>\n<td>14</td>\n<td>Magus feat, skill feat</td>\n</tr>\n<tr>\n<td>15</td>\n<td>8th-level spells, ability boosts, general feat, greater weapon specialization, juggernaut, skill increase</td>\n</tr>\n<tr>\n<td>16</td>\n<td>Magus feat, skill feat</td>\n</tr>\n<tr>\n<td>17</td>\n<td>9th-level spells, ancestry feat, master spellcaster, medium armor mastery, skill increase</td>\n</tr>\n<tr>\n<td>18</td>\n<td>Magus feat, skill feat</td>\n</tr>\n<tr>\n<td>19</td>\n<td>Double spellstrike, general feat, skill increase</td>\n</tr>\n<tr>\n<td>20</td>\n<td>Ability boosts, Magus feat, skill feat</td>\n</tr>\n</tbody>\n</table>\n<h2>Ancestry and Background</h2>\n<p>In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.</p>\n<h2>Arcane Spellcasting</h2>\n<p>You study spells so you can combine them with your attacks or solve problems that strength of arms alone can't handle. You can cast arcane spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells. Because you're a magus, you can draw replacement sigils with the tip of your weapon or your free hand for spells requiring material components, replacing them with somatic components instead of needing a material component pouch. At 1st level, you can prepare one 1st-level spell and five cantrips each morning from the spells in your spellbook (see below). Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots. As you increase in level as a magus, your number of spell slots and the highest level of spells you can cast from spell slots increase, shown in Table 2-2: Magus Spells per Day. Because you split your focus between physical training and magical scholarship, you have no more than two spell slots of your highest level and, if you can cast 2nd-level spells or higher, two spell slots of 1 level lower than your highest spell level. Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Your spell attack rolls and spell DCs use your Intelligence modifier.</p>\n<h3>Heightening Spells</h3>\n<p>When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell's level, heightening it to match the spell slot. Many spells have specific improvements when they're heightened to certain levels.</p>\n<h3>Cantrips</h3>\n<p>A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up-this is usually equal to the highest level of spell you can cast as a magus. For example, as a 1st-level magus, your cantrips are 1st-level spells, and as a 5th-level magus, your cantrips are 3rd-level spells.</p>\n<h3>Spellbook</h3>\n<p>Every arcane spell has a written version, usually recorded in a spellbook. You start with a spellbook worth 10 sp or less, which you receive for free and must study to prepare your spells each day. The spellbook contains your choice of eight arcane cantrips and four 1st-level arcane spells. You choose these from the common spells on the arcane spell list or from other arcane spells you gain access to. Your spellbook's form and name are up to you. It might be anything from a sturdy book with a secure latch entitled Theses on the Stratagems of Supernatural Warfare to a tattered collection of training pamphlets with your name scrawled on the cover.</p>\n<p>Each time you gain a level, you add two more arcane spells to your spellbook, of any level of spell you can cast. You can also use the Arcana skill to add other spells that you find in your adventures. Though you lose some lower spell slots as you increase in level, you keep the spells in your spellbook and can prepare them in your higher-level slots as normal.</p>\n<p>If you have a spellbook from multiple sources (such as being a magus with the Wizard Dedication feat), you can use the same spellbook for all your spells.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Your Level</th>\n<th>Cantrips</th>\n<th>1st</th>\n<th>2nd</th>\n<th>3rd</th>\n<th>4th</th>\n<th>5th</th>\n<th>6th</th>\n<th>7th</th>\n<th>8th</th>\n<th>9th</th>\n<th>10th</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>5</td>\n<td>1</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>2</td>\n<td>5</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>3</td>\n<td>5</td>\n<td>2</td>\n<td>1</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>4</td>\n<td>5</td>\n<td>2</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>5</td>\n<td>5</td>\n<td>-</td>\n<td>2</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>6</td>\n<td>5</td>\n<td>-</td>\n<td>2</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>7</td>\n<td>5</td>\n<td>-</td>\n<td>-*</td>\n<td>2</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>8</td>\n<td>5</td>\n<td>-</td>\n<td>-*</td>\n<td>2</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>9</td>\n<td>5</td>\n<td>-</td>\n<td>-*</td>\n<td>-</td>\n<td>2</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>10</td>\n<td>5</td>\n<td>-</td>\n<td>-*</td>\n<td>-</td>\n<td>2</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>11</td>\n<td>5</td>\n<td>-</td>\n<td>-</td>\n<td>-*</td>\n<td>-</td>\n<td>2</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>12</td>\n<td>5</td>\n<td>-</td>\n<td>-</td>\n<td>-*</td>\n<td>-</td>\n<td>2</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>13</td>\n<td>5</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-*</td>\n<td>-</td>\n<td>2</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>14</td>\n<td>5</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-*</td>\n<td>-</td>\n<td>2</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>15</td>\n<td>5</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-*</td>\n<td>-</td>\n<td>-</td>\n<td>2</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>16</td>\n<td>5</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-*</td>\n<td>-</td>\n<td>-</td>\n<td>2</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>17</td>\n<td>5</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-*</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>2</td>\n<td>2</td>\n<td>-</td>\n</tr>\n<tr>\n<td>18</td>\n<td>5</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-*</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>2</td>\n<td>2</td>\n<td>-</td>\n</tr>\n<tr>\n<td>19</td>\n<td>5</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-*</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>2</td>\n<td>2</td>\n<td>-</td>\n</tr>\n<tr>\n<td>20</td>\n<td>5</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-*</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>2</td>\n<td>2</td>\n<td>-</td>\n</tr>\n<tr>\n<td style=\"color:white;width:120px;background-color:#522e2c;text-align:center;height:25px\" colspan=\"12\">* The studious spells class feature gives you extra slots of this level for specific spells.</td>\n</tr>\n</tbody>\n</table>\n<h2>Spellstrike</h2>\n<p>You've learned the fundamental magus technique that lets you combine magical and physical attacks together. You gain the Spellstrike activity.</p>\n<h3>Spellstrike Specifics</h3>\n<p>Though the base Spellstrike rules cover most spells, various modifications apply to more complicated spells when loaded into your fist, blade, or other attack.</p>\n<p><strong>One Target</strong> The spell targets only the target of your Strike, even if it normally allows more targets. Some feats let you affect more creatures.</p>\n<p><strong>Reach</strong> The coupled spell affects the target using the reach of the weapon or unarmed attack you make your Spellstrike with. For instance, shocking grasp would affect a creature beyond the reach of your hand if you used a weapon with reach, and ray of frost would affect only a creature in your weapon's reach, even though the spell's range is longer.</p>\n<p><strong>Ancillary Effects</strong> Your spell still has any non-targeted effects that might affect creatures other than the target, as well as any ongoing effects starting from the moment you hit with the Strike. For example, acid splash would still deal its splash damage to creatures other than the target and tanglefoot's circumstance penalty would last for its normal duration. The spell takes effect after the Strike deals damage; if the Strike has other special effects, the GM determines whether they happen before or after the spell.</p>\n<p><strong>Multiple Defenses</strong> Any additional rolls after the initial spell attack still happen normally, such as the Fortitude save attempted by the target of a disintegrate spell. Similarly, a spell that allows you to attack with it again on subsequent rounds would only combine a Strike with its initial attack roll, not with any later ones.</p>\n<p><strong>Invalid or Immune Target</strong> If the target you hit wouldn't be a valid target for the spell, the spell is still expended but doesn't affect the target. If the target is immune to your attack but not the spell, it can still be affected by the spell.</p>\n<p><strong>Variable Actions</strong> Some spells have different effects based on the number of actions you spend to cast them. You choose whether to use the effects of the 1- or 2-action version of the spell when you use Spellstrike. A spell has to take exactly 1 or 2 actions; you can't use Spellstrike with a spell that takes a free action, reaction, or 3 or more actions.</p>\n<p><strong>Metamagic</strong> You typically can't use metamagic with Spellstrike because metamagic requires the next action you take to be Cast a Spell, and Spellstrike is a combined activity that doesn't qualify.</p>\n<h2>Arcane Cascade</h2>\n<p>After you wield magic, you can enter a special stance to make your attacks more effective.</p>\n<h2>Hybrid Study</h2>\n<p>Your extensive physical training and carefully chosen magic combine to form a unique and dangerous fighting style that's more than the sum of its parts. You choose one field of hybrid study to represent your particular combination of skills. Your hybrid study gives you a special ability, usually tied to Spellstrike or Arcane Cascade, and it determines your initial conflux spell. The hybrid studies presented in this book are as follows.</p>\n<h3>Inexorable Iron</h3>\n<p>Once you begin along a path, nothing can stop you from reaching its end. You transform the mass of a greataxe, greatsword, or polearm into an unstoppable force to augment your own striking power or keep you standing on the battlefield. When you enter Arcane Cascade stance and at the start of each of your turns while you're in that stance, if you're wielding a melee weapon in two hands, you gain temporary Hit Points equal to half your level (minimum 1 temporary HP).</p>\n<p><strong>Conflux Spell</strong> thunderous strike</p>\n<h3>Laughing Shadow</h3>\n<p>Magic is freeing, a means to your ends, and you can use it to go where you want, do as you please, and avoid the consequences. You are a laughing shadow of spell and blade, always one step ahead of your foes, always with a trick up your sleeve.</p>\n<p>While in Arcane Cascade stance, you gain a +5-foot status bonus to your Speeds, or a +10-foot bonus if you're unarmored. If you have a free hand while in the stance and are attacking a @UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg]{Flat-Footed} creature, you increase the extra damage to 3, to 5 if you have weapon specialization, or to 7 if you have greater weapon specialization. You must have your other hand completely free; the extra damage doesn't apply if you have a free-hand weapon or other item in that hand, even if you would normally be able to use the hand for other things.</p>\n<p><strong>Conflux Spell</strong> dimensional assault</p>\n<h3>Sparkling Targe</h3>\n<p>You've studied the applications of magic, training yourself to perform not just offensive maneuvers but defensive tactics as well. When magic flows through you, your shield can block impossible things, even a dragon's breath or a magic missile.</p>\n<p>You gain the Shield Block general feat.</p>\n<p>When you're in Arcane Cascade stance with your shield raised, your circumstance bonus to AC from your shield also applies to your saves against spells and other magical effects. In addition, damage you take as a result of a spell or magical effect while you're in Arcane Cascade can trigger your Shield Block reaction, even if the damage isn't physical. When blocking damage in this way, increase your shield's Hardness by an amount equal to the extra damage from Arcane Cascade (typically 1, but 2 if you have weapon specialization, or 3 if you have greater weapon specialization). These benefits apply whether you're using an actual shield, the shield spell, or something else that works like a shield (such as a raised tome if you have the Raise a Tome feat).</p>\n<p><strong>Conflux Spell</strong> shielding strike</p>\n<h3>Starlit Span</h3>\n<p>With magic, the sky's the limit, and you can't be bound by the confines of physical proximity. Your power reaches as far as your senses can perceive, transcending the space between you and your target even with spells that normally require direct physical contact.</p>\n<p>When you use Spellstrike, you can make a ranged weapon or ranged unarmed Strike, as long as the target is within the first range increment of your ranged weapon or ranged unarmed attack. You can deliver the spell even if its range is shorter than the range increment of your ranged attack.</p>\n<p><strong>Conflux Spell</strong> shooting star</p>\n<h3>Twisting Tree</h3>\n<p>The staff is perhaps one of the simplest of weapons, but this simplicity belies its elegance and versatility. To you, a staff is casting implement and martial weapon alike-the foundation of a fighting style.</p>\n<p>While you wield a staff in one hand, the staff adjusts in shape and weight, gaining the agile trait and increasing its damage die size to 1d6. While you wield a staff in both hands, it lengthens, twists, and reshapes, gaining the parry, reach, and trip traits. While you're in Arcane Cascade stance, you can Interact or Release to change your grip on the weapon as a free action when you Strike with your staff, including Strikes made in a Spellstrike. This happens before you roll your attack roll. You can also Interact to change your grip on the staff as a free action triggered at the end of your turn.</p>\n<p><strong>Conflux Spell</strong> spinning staff</p>\n<h2>Conflux Spells</h2>\n<p>You learn a conflux spell from your hybrid study, and you can cast additional conflux spells by selecting certain feats. Conflux spells are magus-specific spells created for combat and are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to both study your spellbook and perform a physical regimen.</p>\n<p>Focus spells are automatically heightened to half your level rounded up. Focus spells don't require spell slots, nor can you cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 points.</p>\n<h2>Magus Feats<span style=\"float:right\">Level 2</span></h2>\n<p>At 2nd level and every even-numbered level thereafter, you gain a magus class feat.</p>\n<h2>Skill Feats<span style=\"float:right\">Level 2</span></h2>\n<p>At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.</p>\n<h2>General Feats<span style=\"float:right\">Level 3</span></h2>\n<p>At 3rd level and every 4 levels thereafter, you gain a general feat.</p>\n<h2>Skill Increases<span style=\"float:right\">Level 3</span></h2>\n<p>At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.</p>\n<p>At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.</p>\n<h2>Ability Boosts<span style=\"float:right\">Level 5</span></h2>\n<p>At 5th level and every 5 levels thereafter, boost four different ability scores. You can use these boosts to increase ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.</p>\n<h2>Ancestry Feats<span style=\"float:right\">Level 5</span></h2>\n<p>In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.</p>\n<h2>Lightning Reflexes<span style=\"float:right\">Level 5</span></h2>\n<p>Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.</p>\n<h2>Weapon Expertise<span style=\"float:right\">Level 5</span></h2>\n<p>You've dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert.</p>\n<h2>Studious Spells<span style=\"float:right\">Level 7</span></h2>\n<p>Your hybrid study grants you additional spells that can enhance your power in combat. You gain two special 2nd-level studious spell slots, which can be used to prepare spider climb, true strike, water breathing, and an additional spell depending on your hybrid study. You add any spells from this class feature to your spellbook. At 11th level, the extra slots increase to 3rd level and you add haste and an additional spell depending on your hybrid study. At 13th level, the extra slots increase to 4th level and you add fly and an additional spell depending on your hybrid study.</p>\n<p><strong>Laughing Shadow</strong> 7th: mirror image; 11th: shift blame; 13th: dimension door</p>\n<p><strong>Sparkling Targe</strong> 7th: resist energy; 11th: warding aggression; 13th: stoneskin</p>\n<p><strong>Starlit Span</strong> 7th: darkvision; 11th: wall of wind; 13th: freedom of movement</p>\n<p><strong>Inexorable Iron</strong> 7th: enlarge; 11th: earthbind; 13th: dimensional anchor</p>\n<p><strong>Twisting Tree</strong> 7th: magic mouth; 11th: slow; 13th: blink</p>\n<h2>Weapon Specialization<span style=\"float:right\">Level 7</span></h2>\n<p>You can inflict greater injuries with your favored weapons. You deal 2 additional damage with weapons and unarmed attacks in which you're an expert. This damage increases to 3 if you're a master, and 4 if you're legendary.</p>\n<h2>Alertness<span style=\"float:right\">Level 9</span></h2>\n<p>You remain alert to threats around you. Your proficiency rank for Perception increases to expert.</p>\n<h2>Expert Spellcaster<span style=\"float:right\">Level 9</span></h2>\n<p>Your fundamental understanding of magic improves, making your spells harder to resist. Your proficiency ranks for arcane spell attack rolls and spell DCs increase to expert.</p>\n<h2>Resolve<span style=\"float:right\">Level 9</span></h2>\n<p>You've steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.</p>\n<h2>Medium Armor Expertise<span style=\"float:right\">Level 11</span></h2>\n<p>You've learned to defend yourself better against incoming attacks. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to expert.</p>\n<h2>Weapon Mastery<span style=\"float:right\">Level 13</span></h2>\n<p>You fully understand your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to master.</p>\n<h2>Greater Weapon Specialization<span style=\"float:right\">Level 15</span></h2>\n<p>Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you're an expert, 6 if you're a master, and 8 if you're legendary.</p>\n<h2>Juggernaut<span style=\"float:right\">Level 15</span></h2>\n<p>Your body is accustomed to physical hardship and resistant to a wide range of ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.</p>\n<h2>Master Spellcaster<span style=\"float:right\">Level 17</span></h2>\n<p>You fortify your spells with masterful prowess. Your proficiency ranks for arcane spell attack rolls and spell DCs increase to master.</p>\n<h2>Medium Armor Mastery<span style=\"float:right\">Level 17</span></h2>\n<p>Your skill with light and medium armor improves, increasing your ability to avoid blows. Your proficiency ranks for light and medium armor, as well as for unarmed defense, increase to master.</p>\n<h2>Double Spellstrike<span style=\"float:right\">Level 19</span></h2>\n<p>You can extend the magic of spells you store with Spellstrike. After you make a Spellstrike with a spell cast from a spell slot, you retain an echo of the spell, stored in your body. The next time you Spellstrike, you can cast the same spell again without expending a spell slot.</p>\n<p>If you choose to cast a different spell with Spellstrike, or you go 1 minute without using the stored spell, the stored spell dissipates harmlessly.</p>"},"source":{"value":"Pathfinder Secrets of Magic"},"traits":{"value":[],"rarity":"common","custom":""},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.proficiencies.traditions.arcane.rank","value":{"brackets":[{"end":8,"start":1,"value":1},{"end":16,"start":9,"value":2},{"start":17,"value":3}],"field":"actor|system.details.level.value"}}],"slug":"magus","schema":{"version":0.815,"lastMigration":null},"keyAbility":{"value":["dex","str"]},"items":{"31b86":{"img":"systems/pf2e/icons/features/classes/weapon-expertise.webp","level":5,"name":"Weapon Expertise","uuid":"Compendium.pf2e.classfeatures.9XLUh9iMepZesdmc"},"5q48r":{"img":"systems/pf2e/icons/features/classes/archwizards-spellcraft.webp","level":1,"name":"Arcane Spellcasting (Magus)","uuid":"Compendium.pf2e.classfeatures.wXaz41gwqNtTn6tf"},"8jtpc":{"img":"systems/pf2e/icons/features/classes/lightning-reflexes.webp","level":5,"name":"Lightning Reflexes","uuid":"Compendium.pf2e.classfeatures.TUOeATt52P43r5W0"},"bq0rq":{"img":"systems/pf2e/icons/default-icons/feat.svg","level":1,"name":"Conflux Spells","uuid":"Compendium.pf2e.classfeatures.FkbFgmoVz5lHhSMo"},"e0xpi":{"img":"systems/pf2e/icons/features/classes/expert-spellcaster.webp","level":9,"name":"Expert Spellcaster","uuid":"Compendium.pf2e.classfeatures.cD3nSupdCvONuHiE"},"enge3":{"img":"systems/pf2e/icons/features/classes/master-spellcaster.webp","level":17,"name":"Master Spellcaster","uuid":"Compendium.pf2e.classfeatures.l1InYvhnQSz6Ucxc"},"jbg78":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":1,"name":"Hybrid Study","uuid":"Compendium.pf2e.classfeatures.FTeIs1Z1Qeli4BIF"},"jg9zn":{"img":"systems/pf2e/icons/features/classes/medium-armor-expertise.webp","level":11,"name":"Medium Armor Expertise","uuid":"Compendium.pf2e.classfeatures.FCEp9jjxxgRJDJV3"},"k9o6o":{"img":"systems/pf2e/icons/features/classes/weapon-specialization.webp","level":7,"name":"Weapon Specialization","uuid":"Compendium.pf2e.classfeatures.9EqIasqfI8YIM3Pt"},"lsnm7":{"img":"systems/pf2e/icons/default-icons/feat.svg","level":1,"name":"Arcane Cascade","uuid":"Compendium.pf2e.classfeatures.09iL38CZZEa0q0Mt"},"nkff5":{"img":"systems/pf2e/icons/features/classes/greater-weapon-specialization.webp","level":15,"name":"Greater Weapon Specialization (Level 15)","uuid":"Compendium.pf2e.classfeatures.Z7HX6TeFsaup7Dx9"},"p6ina":{"img":"systems/pf2e/icons/default-icons/feat.svg","level":17,"name":"Medium Armor Mastery","uuid":"Compendium.pf2e.classfeatures.cGMSYAErbUG5E8X2"},"se5i8":{"img":"systems/pf2e/icons/features/classes/weapon-mastery.webp","level":13,"name":"Weapon Mastery","uuid":"Compendium.pf2e.classfeatures.i6563IU7x4L9oRgC"},"tgkm3":{"img":"systems/pf2e/icons/default-icons/feat.svg","level":19,"name":"Double Spellstrike","uuid":"Compendium.pf2e.classfeatures.VmPIJomEdmgGrCMS"},"tkzi2":{"img":"systems/pf2e/icons/features/classes/alertness.webp","level":9,"name":"Alertness","uuid":"Compendium.pf2e.classfeatures.D8CSi8c9XiRpVc5M"},"uoxoe":{"img":"systems/pf2e/icons/features/classes/resolve.webp","level":9,"name":"Resolve","uuid":"Compendium.pf2e.classfeatures.JQAujUXjczVnYDEI"},"vcf45":{"img":"systems/pf2e/icons/default-icons/feat.svg","level":1,"name":"Spellstrike","uuid":"Compendium.pf2e.classfeatures.KVj5ofUwu3VJSrVw"},"x3em9":{"img":"systems/pf2e/icons/features/classes/juggerenaut.webp","level":15,"name":"Juggernaut","uuid":"Compendium.pf2e.classfeatures.OMZs5y16jZRW9KQK"},"zn731":{"img":"systems/pf2e/icons/default-icons/feat.svg","level":7,"name":"Studious Spells","uuid":"Compendium.pf2e.classfeatures.6HCI2iHyBZAr7a4P"}},"hp":8,"trainedSkills":{"value":["arc"],"additional":2,"custom":""},"perception":1,"savingThrows":{"fortitude":2,"reflex":1,"will":2},"attacks":{"simple":1,"martial":1,"advanced":0,"unarmed":1,"other":{"name":"","rank":0}},"defenses":{"unarmored":1,"light":1,"medium":1,"heavy":0},"classDC":0,"ancestryFeatLevels":{"value":[1,5,9,13,17]},"classFeatLevels":{"value":[2,4,6,8,10,12,14,16,18,20]},"generalFeatLevels":{"value":[3,7,11,15,19]},"skillFeatLevels":{"value":[2,4,6,8,10,12,14,16,18,20]},"skillIncreaseLevels":{"value":[3,5,7,9,11,13,15,17,19]}},"type":"class","flags":{"core":{"sourceId":"Compendium.pf2e.classes.HQBA9Yx2s8ycvz3C"}},"effects":[],"folder":null,"sort":0,"ownership":{"default":0,"maLnnthJIImbodBW":3},"_stats":{"systemId":"pf2e","systemVersion":"4.6.8","coreVersion":"10.291","createdTime":1674255986969,"modifiedTime":1674255986969,"lastModifiedBy":"maLnnthJIImbodBW"}},{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","name":"Hybrid Study","system":{"description":{"value":"<p>Your extensive physical training and carefully chosen magic combine to form a unique and dangerous fighting style that's more than the sum of its parts. You choose one field of hybrid study to represent your particular combination of skills. Your hybrid study gives you a special ability, usually tied to @UUID[Compendium.pf2e.classfeatures.KVj5ofUwu3VJSrVw]{Spellstrike} or @UUID[Compendium.pf2e.classfeatures.09iL38CZZEa0q0Mt]{Arcane Cascade}, and it determines your initial conflux spell. The hybrid studies presented in this book are as follows.</p>\n<ul>\n<li>@UUID[Compendium.pf2e.classfeatures.ZslXrvYRxHBXc1Ds]{Inexorable Iron}</li>\n<li>@UUID[Compendium.pf2e.classfeatures.3gVDqDPSz4fB5T9G]{Laughing Shadow}</li>\n<li>@UUID[Compendium.pf2e.classfeatures.maGzhKLmgubAdUlN]{Sparkling Targe}</li>\n<li>@UUID[Compendium.pf2e.classfeatures.Pew7duAozEeAemif]{Starlit Span}</li>\n<li>@UUID[Compendium.pf2e.classfeatures.6YJ8KFl7THkVy6Gm]{Twisting Tree}</li>\n</ul>"},"source":{"value":"Pathfinder Secrets of Magic"},"traits":{"value":["magus"],"rarity":"common","custom":""},"rules":[{"adjustName":false,"allowedDrops":{"label":"level 1 magus class feature","predicate":["item:level:1","item:trait:magus","item:type:feature"]},"choices":[{"value":"Compendium.pf2e.classfeatures.ZslXrvYRxHBXc1Ds"},{"value":"Compendium.pf2e.classfeatures.3gVDqDPSz4fB5T9G"},{"value":"Compendium.pf2e.classfeatures.maGzhKLmgubAdUlN"},{"value":"Compendium.pf2e.classfeatures.Pew7duAozEeAemif"},{"value":"Compendium.pf2e.classfeatures.6YJ8KFl7THkVy6Gm"}],"flag":"hybridStudy","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Magus.HybridStudy.Prompt","selection":"Compendium.pf2e.classfeatures.3gVDqDPSz4fB5T9G"},{"key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.hybridStudy}","flag":"laughingShadow"}],"slug":"hybrid-study","schema":{"version":0.815,"lastMigration":null},"level":{"value":1},"featType":{"value":"classfeature"},"onlyLevel1":false,"maxTakable":1,"actionType":{"value":"passive"},"actions":{"value":null},"prerequisites":{"value":[]},"location":"Yl0j6a6AEQB5e2Ht"},"type":"feat","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.FTeIs1Z1Qeli4BIF"},"pf2e":{"itemGrants":{"laughingShadow":{"id":"Ajv4u4bcHNmfjyjQ","onDelete":"detach"}}}},"effects":[],"folder":null,"sort":0,"ownership":{"default":0,"maLnnthJIImbodBW":3},"_stats":{"systemId":"pf2e","systemVersion":"4.6.8","coreVersion":"10.291","createdTime":1674255986980,"modifiedTime":1674255986980,"lastModifiedBy":"maLnnthJIImbodBW"},"_id":"TUIKV3JCDyk3oIMT"},{"img":"systems/pf2e/icons/features/classes/arcane-cascade.webp","name":"Arcane Cascade","system":{"description":{"value":"<p>After you wield magic, you can enter a special stance to make your attacks more effective.</p>\n<p>@UUID[Compendium.pf2e.actionspf2e.HbejhIywqIufrmVM]{Arcane Cascade}</p>"},"source":{"value":"Pathfinder Secrets of Magic"},"traits":{"value":["magus"],"rarity":"common","custom":""},"rules":[{"key":"GrantItem","uuid":"Compendium.pf2e.actionspf2e.HbejhIywqIufrmVM","flag":"arcaneCascade"},{"key":"ActiveEffectLike","mode":"override","path":"flags.pf2e.arcaneCascade.damageType","priority":-100,"value":""}],"slug":"arcane-cascade","schema":{"version":0.815,"lastMigration":null},"level":{"value":1},"featType":{"value":"classfeature"},"onlyLevel1":false,"maxTakable":1,"actionType":{"value":"passive"},"actions":{"value":null},"prerequisites":{"value":[]},"location":"Yl0j6a6AEQB5e2Ht"},"type":"feat","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.09iL38CZZEa0q0Mt"},"pf2e":{"itemGrants":{"arcaneCascade":{"id":"mUqF5Rp0xhXdoJBW","onDelete":"detach"}}}},"effects":[],"folder":null,"sort":100,"ownership":{"default":0,"maLnnthJIImbodBW":3},"_stats":{"systemId":"pf2e","systemVersion":"4.6.8","coreVersion":"10.291","createdTime":1674255986982,"modifiedTime":1674255986982,"lastModifiedBy":"maLnnthJIImbodBW"},"_id":"8XxwZyXDmbabHFO0"},{"img":"systems/pf2e/icons/features/classes/archwizards-spellcraft.webp","name":"Arcane Spellcasting (Magus)","system":{"description":{"value":"<p>You study spells so you can combine them with your attacks or solve problems that strength of arms alone can't handle. You can cast arcane spells using the @UUID[Compendium.pf2e.actionspf2e.aBQ8ajvEBByv45yz]{Cast a Spell} activity, and you can supply material, somatic, and verbal components when casting spells.</p>\n<p>Because you're a magus, you can draw replacement sigils with the tip of your weapon or your free hand for spells requiring material components, replacing them with somatic components instead of needing a material component pouch.</p>\n<p>At 1st level, you can prepare one 1st-level spell and five cantrips each morning from the spells in your spellbook. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.</p>\n<p>As you increase in level as a magus, your number of spell slots and the highest level of spells you can cast from spell slots increase. Because you split your focus between physical training and magical scholarship, you have no more than two spell slots of your highest level and, if you can cast 2nd-level spells or higher, two spell slots of 1 level lower than your highest spell level.</p>\n<p>Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Your spell attack rolls and spell DCs use your Intelligence modifier.</p>"},"source":{"value":"Pathfinder Secrets of Magic"},"traits":{"value":["magus"],"rarity":"common","custom":"","selected":{}},"rules":[],"slug":"arcane-spellcasting-magus","schema":{"version":0.815,"lastMigration":null},"level":{"value":1},"featType":{"value":"classfeature"},"onlyLevel1":false,"maxTakable":1,"actionType":{"value":"passive"},"actions":{"value":null},"prerequisites":{"value":[]},"location":"Yl0j6a6AEQB5e2Ht"},"type":"feat","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.wXaz41gwqNtTn6tf"}},"effects":[],"folder":null,"sort":200,"ownership":{"default":0,"maLnnthJIImbodBW":3},"_stats":{"systemId":"pf2e","systemVersion":"4.6.8","coreVersion":"10.291","createdTime":1674255986988,"modifiedTime":1674255986988,"lastModifiedBy":"maLnnthJIImbodBW"},"_id":"MJR4ActGjpZ7nem3"},{"img":"systems/pf2e/icons/features/classes/conflux-spells.webp","name":"Conflux Spells","system":{"description":{"value":"<p>You learn a conflux spell from your hybrid study, and you can cast additional conflux spells by selecting certain feats. Conflux spells are magus-specific spells created for combat and are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to both study your spellbook and perform a physical regimen.</p>\n<p>Focus spells are automatically heightened to half your level rounded up. Focus spells don't require spell slots, nor can you cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 points. The full rules can be found on page 300 of the Core Rulebook.</p>"},"source":{"value":"Pathfinder Secrets of Magic"},"traits":{"value":["magus"],"rarity":"common","custom":""},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.resources.focus.max","priority":10,"value":1}],"slug":"conflux-spells","schema":{"version":0.815,"lastMigration":null},"level":{"value":1},"featType":{"value":"classfeature"},"onlyLevel1":false,"maxTakable":1,"actionType":{"value":"passive"},"actions":{"value":null},"prerequisites":{"value":[]},"location":"Yl0j6a6AEQB5e2Ht"},"type":"feat","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.FkbFgmoVz5lHhSMo"}},"effects":[],"folder":null,"sort":300,"ownership":{"default":0,"maLnnthJIImbodBW":3},"_stats":{"systemId":"pf2e","systemVersion":"4.6.8","coreVersion":"10.291","createdTime":1674255986990,"modifiedTime":1674255986990,"lastModifiedBy":"maLnnthJIImbodBW"},"_id":"ZLKdxJPFDgtqjsDh"},{"img":"systems/pf2e/icons/features/classes/spellstrike.webp","name":"Spellstrike","system":{"description":{"value":"<p>You've learned the fundamental magus technique that lets you combine magical and physical attacks together. You gain the @UUID[Compendium.pf2e.actionspf2e.QDW9H8XLIjuW2fE4]{Spellstrike} activity.</p>\n<h3>Spellstrike Specifics</h3>\n<p>Though the base Spellstrike rules cover most spells, various modifications apply to more complicated spells when loaded into your fist, blade, or other attack.</p>\n<p><strong>One Target</strong> The spell targets only the target of your Strike, even if it normally allows more targets. Some feats let you affect more creatures.</p>\n<p>Reach: The coupled spell affects the target using the reach of the weapon or unarmed attack you make your Spellstrike with. For instance, shocking grasp would affect a creature beyond the reach of your hand if you used a weapon with reach, and ray of frost would affect only a creature in your weapon's reach, even though the spell's range is longer.</p>\n<p><strong>Ancillary Effects</strong> Your spell still has any non-targeted effects that might affect creatures other than the target, as well as any ongoing effects starting from the moment you hit with the Strike. For example, acid splash would still deal its splash damage to creatures other than the target and tanglefoot's circumstance penalty would last for its normal duration. The spell takes effect after the Strike deals damage; if the Strike has other special effects, the GM determines whether they happen before or after the spell.</p>\n<p><strong>Multiple Defenses</strong> Any additional rolls after the initial spell attack still happen normally, such as the Fortitude save attempted by the target of a disintegrate spell. Similarly, a spell that allows you to attack with it again on subsequent rounds would only combine a Strike with its initial attack roll, not with any later ones. Invalid or Immune Target: If the target you hit wouldn't be a valid target for the spell, the spell is still expended but doesn't affect the target. If the target is immune to your attack but not the spell, it can still be affected by the spell.</p>\n<p><strong>Variable Actions</strong> Some spells have different effects based on the number of actions you spend to cast them. You choose whether to use the effects of the 1- or 2-action version of the spell when you use Spellstrike. A spell has to take exactly 1 or 2 actions; you can't use Spellstrike with a spell that takes a free action, reaction, or 3 or more actions.</p>\n<p><strong>Metamagic</strong> You typically can't use metamagic with Spellstrike because metamagic requires the next action you take to be Cast a Spell, and Spellstrike is a combined activity that doesn't qualify.</p>"},"source":{"value":"Pathfinder Secrets of Magic"},"traits":{"value":["magus"],"rarity":"common","custom":""},"rules":[{"key":"GrantItem","uuid":"Compendium.pf2e.actionspf2e.QDW9H8XLIjuW2fE4","flag":"spellstrike"}],"slug":"spellstrike","schema":{"version":0.815,"lastMigration":null},"level":{"value":1},"featType":{"value":"classfeature"},"onlyLevel1":false,"maxTakable":1,"actionType":{"value":"passive"},"actions":{"value":null},"prerequisites":{"value":[]},"location":"Yl0j6a6AEQB5e2Ht"},"type":"feat","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.KVj5ofUwu3VJSrVw"},"pf2e":{"itemGrants":{"spellstrike":{"id":"7goHFQsM1HYdXEUo","onDelete":"detach"}}}},"effects":[],"folder":null,"sort":400,"ownership":{"default":0,"maLnnthJIImbodBW":3},"_stats":{"systemId":"pf2e","systemVersion":"4.6.8","coreVersion":"10.291","createdTime":1674255986995,"modifiedTime":1674255986995,"lastModifiedBy":"maLnnthJIImbodBW"},"_id":"ZtyuAn8iRe9VNl24"},{"img":"systems/pf2e/icons/features/classes/laughing-shadow.webp","name":"Laughing Shadow","system":{"description":{"value":"<p>Magic is freeing, a means to your ends, and you can use it to go where you want, do as you please, and avoid the consequences. You are a laughing shadow of spell and blade, always one step ahead of your foes, always with a trick up your sleeve.</p>\n<p>While in Arcane Cascade stance, you gain a +5-foot status bonus to your Speeds, or a +10-foot bonus if you're unarmored. If you have a free hand while in the stance and are attacking a @UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg]{Flat-Footed} creature, you increase the extra damage to 3, to 5 if you have weapon specialization, or to 7 if you have greater weapon specialization. You must have your other hand completely free; the extra damage doesn't apply if you have a free-hand weapon or other item in that hand, even if you would normally be able to use the hand for other things.</p>\n<p><strong>Conflux Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.5p9Y4ACrtRM4gTpN]{Dimensional Assault}</em></p>"},"source":{"value":"Pathfinder Secrets of Magic"},"traits":{"value":["magus"],"rarity":"common","custom":""},"rules":[{"key":"FlatModifier","predicate":["self:armored","self:effect:arcane-cascade"],"selector":"speed","slug":"laughing-shadow-armored-movement","type":"status","value":5},{"key":"FlatModifier","predicate":["self:effect:arcane-cascade",{"not":"self:armored"}],"selector":"speed","slug":"laughing-shadow-unarmored-movement","type":"status","value":10},{"key":"AdjustModifier","mode":"upgrade","predicate":["target:condition:flat-footed",{"gte":["hands-free:but-really",1]}],"selector":"strike-damage","slug":"arcane-cascade-extra-damage","value":3},{"key":"AdjustModifier","mode":"upgrade","predicate":["feature:weapon-specialization","target:condition:flat-footed",{"gte":["hands-free:but-really",1]}],"selector":"strike-damage","slug":"arcane-cascade-extra-damage","value":5},{"key":"AdjustModifier","mode":"upgrade","predicate":["feature:greater-weapon-specialization","target:condition:flat-footed",{"gte":["hands-free:but-really",1]}],"selector":"strike-damage","slug":"arcane-cascade-extra-damage","value":7},{"domain":"all","key":"RollOption","label":"PF2E.SpecificRule.TOTMToggle.FlatFooted","option":"target:condition:flat-footed","toggleable":"totm"}],"slug":"laughing-shadow","schema":{"version":0.815,"lastMigration":null},"level":{"value":1},"featType":{"value":"classfeature"},"onlyLevel1":false,"maxTakable":1,"actionType":{"value":"passive"},"actions":{"value":null},"prerequisites":{"value":[]},"location":null},"type":"feat","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.3gVDqDPSz4fB5T9G"},"pf2e":{"grantedBy":{"id":"TUIKV3JCDyk3oIMT","onDelete":"cascade"}}},"effects":[],"folder":null,"sort":0,"ownership":{"default":0,"maLnnthJIImbodBW":3},"_stats":{"systemId":"pf2e","systemVersion":"4.6.8","coreVersion":"10.291","createdTime":1674255986998,"modifiedTime":1674255986998,"lastModifiedBy":"maLnnthJIImbodBW"},"_id":"Ajv4u4bcHNmfjyjQ"},{"img":"systems/pf2e/icons/actions/OneAction.webp","name":"Arcane Cascade","system":{"description":{"value":"<p><strong>Requirements</strong> You used your most recent action to Cast a Spell or make a Spellstrike.</p>\n<p><strong>Grants</strong> @UUID[Compendium.pf2e.feat-effects.fsjO5oTKttsbpaKl]{Stance: Arcane Cascade}</p>\n<hr />\n<p>You divert a portion of the spell's magical power and keep it cycling through your body and weapon using specialized forms, breathing, or footwork. While you're in the stance, your melee Strikes deal [[/r {1}]]{1 extra damage}. This damage increases to 2 if you have weapon specialization and 3 if you have greater weapon specialization. Any Strike that benefits from this damage gains the arcane trait, making it magical.</p>\n<p>If your most recent spell before entering the stance was one that can deal damage, the damage from the stance is the same type that spell could deal (or one type of your choice if the spell could deal multiple types of damage). If the spell couldn't deal damage, this stance's bonus damage depends on the spell's school.</p>\n<ul>\n<li><strong>Abjuration</strong> or <strong>Evocation</strong> force</li>\n<li><strong>Conjuration</strong> or <strong>Transmutation</strong> same type as your weapon or unarmed attack</li>\n<li><strong>Divination</strong>, <strong>Enchantment</strong>, or <strong>Illusion</strong> mental</li>\n<li><strong>Necromancy</strong> negative</li>\n</ul>"},"source":{"value":"Pathfinder Secrets of Magic"},"traits":{"value":["concentrate","magus","stance"],"rarity":"common","custom":""},"rules":[],"slug":"arcane-cascade","schema":{"version":0.815,"lastMigration":null},"actionType":{"value":"action"},"actionCategory":{"value":"offensive"},"actions":{"value":1},"requirements":{"value":""},"trigger":{"value":""},"deathNote":false,"weapon":{"value":""}},"type":"action","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.HbejhIywqIufrmVM"},"pf2e":{"grantedBy":{"id":"8XxwZyXDmbabHFO0","onDelete":"cascade"}}},"effects":[],"folder":null,"sort":0,"ownership":{"default":0,"maLnnthJIImbodBW":3},"_stats":{"systemId":"pf2e","systemVersion":"4.6.8","coreVersion":"10.291","createdTime":1674255987003,"modifiedTime":1674255987003,"lastModifiedBy":"maLnnthJIImbodBW"},"_id":"mUqF5Rp0xhXdoJBW"},{"img":"systems/pf2e/icons/actions/TwoActions.webp","name":"Spellstrike","system":{"description":{"value":"<p><strong>Frequency</strong> until recharged (see below)</p>\n<hr />\n<p>You channel a spell into a punch or sword thrust to deliver a combined attack. You Cast a Spell that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell don't occur immediately but are imbued into your attack instead. Make a melee Strike with a weapon or unarmed attack. Your spell is coupled with your attack, using your attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for your multiple attack penalty, but you don't apply the penalty until after you've completed the Spellstrike. The infusion of spell energy grants your Strike the arcane trait, making it magical.</p>\n<p>After you use Spellstrike, you can't do so again until you recharge your Spellstrike as a single action, which has the concentrate 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.</p>"},"source":{"value":"Pathfinder Secrets of Magic"},"traits":{"value":["magus"],"rarity":"common","custom":""},"rules":[],"slug":"spellstrike","schema":{"version":0.815,"lastMigration":null},"actionType":{"value":"action"},"actionCategory":{"value":"offensive"},"actions":{"value":2},"requirements":{"value":""},"trigger":{"value":""},"deathNote":false,"weapon":{"value":""}},"type":"action","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.QDW9H8XLIjuW2fE4"},"pf2e":{"grantedBy":{"id":"ZtyuAn8iRe9VNl24","onDelete":"cascade"}}},"effects":[],"folder":null,"sort":0,"ownership":{"default":0,"maLnnthJIImbodBW":3},"_stats":{"systemId":"pf2e","systemVersion":"4.6.8","coreVersion":"10.291","createdTime":1674255987005,"modifiedTime":1674255987005,"lastModifiedBy":"maLnnthJIImbodBW"},"_id":"7goHFQsM1HYdXEUo"},{"_id":"YlSJgYzEFBBsqTTe","img":"systems/pf2e/icons/default-icons/background.svg","name":"Acrobat","system":{"description":{"value":"<p>In a circus or on the streets, you earned your pay by performing as an acrobat. You might have turned to adventuring when the money dried up, or simply decided to put your skills to better use.</p>\n<p>Choose two ability boosts. One must be to <strong>Strength</strong> or <strong>Dexterity</strong>, and one is a free ability boost.</p>\n<p>You're trained in the Acrobatics skill and the Circus Lore skill. You gain the @UUID[Compendium.pf2e.feats-srd.CnqMJR8e9jqJR7MM]{Steady Balance} skill feat.</p>"},"source":{"value":"Pathfinder Core Rulebook"},"traits":{"value":[],"rarity":"common","custom":""},"rules":[],"slug":"acrobat","schema":{"version":0.815,"lastMigration":null},"boosts":{"0":{"value":["dex","str"]},"1":{"value":["cha","con","dex","int","str","wis"]}},"items":{"c4lrh":{"img":"systems/pf2e/icons/features/feats/feats.webp","level":1,"name":"Steady Balance","uuid":"Compendium.pf2e.feats-srd.CnqMJR8e9jqJR7MM"}},"trainedLore":"Circus","trainedSkills":{"value":["acr"]}},"type":"background","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.IFHYbU6Nu8BiTsRa"}},"effects":[],"folder":null,"sort":0,"ownership":{"default":0,"maLnnthJIImbodBW":3},"_stats":{"systemId":"pf2e","systemVersion":"4.6.8","coreVersion":"10.291","createdTime":1674255993296,"modifiedTime":1674255993296,"lastModifiedBy":"maLnnthJIImbodBW"}},{"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Steady Balance","system":{"description":{"value":"<p>You can keep your balance easily, even in adverse conditions. Whenever you roll a success using the Balance action, you get a critical success instead. You're not flat-footed while attempting to Balance on narrow surfaces and uneven ground. Thanks to your incredible balance, you can attempt an Acrobatics check instead of a Reflex save to Grab an Edge.</p>"},"source":{"value":"Pathfinder Core Rulebook"},"traits":{"value":["general","skill"],"rarity":"common","custom":""},"rules":[{"key":"Note","predicate":["action:balance"],"selector":"acrobatics","text":"If you roll a success using the Balance action, you get a critical success instead.","title":"{item|name}"}],"slug":"steady-balance","schema":{"version":0.815,"lastMigration":null},"level":{"value":1},"featType":{"value":"skill"},"onlyLevel1":false,"maxTakable":1,"actionType":{"value":"passive"},"actions":{"value":null},"prerequisites":{"value":[{"value":"trained in Acrobatics"}]},"location":"YlSJgYzEFBBsqTTe"},"type":"feat","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.CnqMJR8e9jqJR7MM"}},"effects":[],"folder":null,"sort":0,"ownership":{"default":0,"maLnnthJIImbodBW":3},"_stats":{"systemId":"pf2e","systemVersion":"4.6.8","coreVersion":"10.291","createdTime":1674255993298,"modifiedTime":1674255993298,"lastModifiedBy":"maLnnthJIImbodBW"},"_id":"VzfpkRyUP2ruDa7U"}],"effects":[],"folder":null,"sort":0,"flags":{},"_stats":{"systemId":"pf2e","systemVersion":"4.6.8","coreVersion":"10.291","createdTime":1674255957704,"modifiedTime":1674255993298,"lastModifiedBy":"maLnnthJIImbodBW"},"_id":"feCUDycy967IJGWI"}