@opencharacter/orc-2e 0.0.0-stage → 0.2.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (4717) hide show
  1. package/LICENSE +54 -0
  2. package/README.md +838 -2
  3. package/content/afflictions/arsenic.yaml +16 -0
  4. package/content/afflictions/belladonna.yaml +8 -0
  5. package/content/afflictions/black-adder-venom.yaml +12 -0
  6. package/content/afflictions/black-lotus-extract.yaml +16 -0
  7. package/content/afflictions/blightburn-resin.yaml +12 -0
  8. package/content/afflictions/blinding-sickness.yaml +13 -0
  9. package/content/afflictions/bog-rot.yaml +25 -0
  10. package/content/afflictions/bonechill.yaml +9 -0
  11. package/content/afflictions/brain-worms.yaml +11 -0
  12. package/content/afflictions/brimstone-fumes.yaml +16 -0
  13. package/content/afflictions/bubonic-plague.yaml +10 -0
  14. package/content/afflictions/cave-worm-venom.yaml +16 -0
  15. package/content/afflictions/cerulean-scourge.yaml +12 -0
  16. package/content/afflictions/choking-death.yaml +7 -0
  17. package/content/afflictions/cowards-roots.yaml +4 -0
  18. package/content/afflictions/crimson-ooze.yaml +12 -0
  19. package/content/afflictions/curse-of-death.yaml +16 -0
  20. package/content/afflictions/curse-of-nightmares.yaml +4 -0
  21. package/content/afflictions/curse-of-slumber.yaml +6 -0
  22. package/content/afflictions/curse-of-the-ravenous.yaml +4 -0
  23. package/content/afflictions/cytillesh-oil.yaml +12 -0
  24. package/content/afflictions/dagger-venom.yaml +5 -0
  25. package/content/afflictions/deathcap-powder.yaml +15 -0
  26. package/content/afflictions/enervating-powder.yaml +8 -0
  27. package/content/afflictions/fearflower-nectar.yaml +16 -0
  28. package/content/afflictions/giant-centipede-venom.yaml +16 -0
  29. package/content/afflictions/giant-scorpion-venom.yaml +16 -0
  30. package/content/afflictions/goblin-pox.yaml +8 -0
  31. package/content/afflictions/grave-curse.yaml +4 -0
  32. package/content/afflictions/graveroot.yaml +15 -0
  33. package/content/afflictions/hemlock.yaml +16 -0
  34. package/content/afflictions/kings-sleep.yaml +7 -0
  35. package/content/afflictions/leadenleg.yaml +37 -0
  36. package/content/afflictions/lethargy-poison.yaml +8 -0
  37. package/content/afflictions/malaria.yaml +9 -0
  38. package/content/afflictions/mindfog-mist.yaml +9 -0
  39. package/content/afflictions/nethershade.yaml +19 -0
  40. package/content/afflictions/nettleweed-residue.yaml +12 -0
  41. package/content/afflictions/nightmare-fever.yaml +23 -0
  42. package/content/afflictions/oath-of-the-flesh.yaml +4 -0
  43. package/content/afflictions/reviled-of-nature.yaml +4 -0
  44. package/content/afflictions/reviling-earth.yaml +7 -0
  45. package/content/afflictions/scarlet-fever.yaml +8 -0
  46. package/content/afflictions/scarlet-leprosy.yaml +14 -0
  47. package/content/afflictions/sellswords-folly.yaml +4 -0
  48. package/content/afflictions/sewer-haze.yaml +10 -0
  49. package/content/afflictions/slayers-haunt.yaml +4 -0
  50. package/content/afflictions/slumber-wine.yaml +7 -0
  51. package/content/afflictions/spider-root.yaml +16 -0
  52. package/content/afflictions/spider-venom-spell.yaml +6 -0
  53. package/content/afflictions/spider-venom.yaml +18 -0
  54. package/content/afflictions/spirit-anchor.yaml +4 -0
  55. package/content/afflictions/sword-of-anathema.yaml +4 -0
  56. package/content/afflictions/tangle-root-toxin.yaml +33 -0
  57. package/content/afflictions/tears-of-death.yaml +16 -0
  58. package/content/afflictions/tetanus.yaml +8 -0
  59. package/content/afflictions/theft-of-thought.yaml +4 -0
  60. package/content/afflictions/thiefs-retribution.yaml +4 -0
  61. package/content/afflictions/tuberculosis.yaml +7 -0
  62. package/content/afflictions/unending-thirst.yaml +4 -0
  63. package/content/afflictions/wizards-ward.yaml +4 -0
  64. package/content/afflictions/wolfsbane.yaml +12 -0
  65. package/content/afflictions/wyvern-poison.yaml +12 -0
  66. package/content/ancestries/catfolk.yaml +32 -0
  67. package/content/ancestries/dwarf.yaml +32 -0
  68. package/content/ancestries/elf.yaml +32 -0
  69. package/content/ancestries/gnome.yaml +33 -0
  70. package/content/ancestries/goblin.yaml +32 -0
  71. package/content/ancestries/halfling.yaml +32 -0
  72. package/content/ancestries/hobgoblin.yaml +32 -0
  73. package/content/ancestries/human.yaml +17 -0
  74. package/content/ancestries/kholo.yaml +34 -0
  75. package/content/ancestries/kobold.yaml +32 -0
  76. package/content/ancestries/leshy.yaml +35 -0
  77. package/content/ancestries/lizardfolk.yaml +35 -0
  78. package/content/ancestries/orc.yaml +18 -0
  79. package/content/ancestries/ratfolk.yaml +34 -0
  80. package/content/ancestries/tengu.yaml +32 -0
  81. package/content/ancestries/tripkee.yaml +37 -0
  82. package/content/archetypes/acrobat.yaml +3 -0
  83. package/content/archetypes/alchemist.yaml +4 -0
  84. package/content/archetypes/archaeologist.yaml +3 -0
  85. package/content/archetypes/archer.yaml +3 -0
  86. package/content/archetypes/assassin.yaml +3 -0
  87. package/content/archetypes/barbarian.yaml +4 -0
  88. package/content/archetypes/bard.yaml +3 -0
  89. package/content/archetypes/bastion.yaml +3 -0
  90. package/content/archetypes/beastmaster.yaml +3 -0
  91. package/content/archetypes/blessed-one.yaml +3 -0
  92. package/content/archetypes/bounty-hunter.yaml +3 -0
  93. package/content/archetypes/cavalier.yaml +3 -0
  94. package/content/archetypes/celebrity.yaml +3 -0
  95. package/content/archetypes/champion.yaml +3 -0
  96. package/content/archetypes/cleric.yaml +3 -0
  97. package/content/archetypes/dandy.yaml +3 -0
  98. package/content/archetypes/druid.yaml +3 -0
  99. package/content/archetypes/dual-weapon-warrior.yaml +3 -0
  100. package/content/archetypes/duelist.yaml +3 -0
  101. package/content/archetypes/eldritch-archer.yaml +3 -0
  102. package/content/archetypes/familiar-master.yaml +3 -0
  103. package/content/archetypes/fighter.yaml +3 -0
  104. package/content/archetypes/gladiator.yaml +3 -0
  105. package/content/archetypes/herbalist.yaml +3 -0
  106. package/content/archetypes/investigator.yaml +7 -0
  107. package/content/archetypes/linguist.yaml +3 -0
  108. package/content/archetypes/marshal.yaml +3 -0
  109. package/content/archetypes/martial-artist.yaml +3 -0
  110. package/content/archetypes/mauler.yaml +3 -0
  111. package/content/archetypes/medic.yaml +3 -0
  112. package/content/archetypes/monk.yaml +3 -0
  113. package/content/archetypes/oracle.yaml +3 -0
  114. package/content/archetypes/pirate.yaml +3 -0
  115. package/content/archetypes/poisoner.yaml +3 -0
  116. package/content/archetypes/ranger.yaml +3 -0
  117. package/content/archetypes/ritualist.yaml +3 -0
  118. package/content/archetypes/rogue.yaml +3 -0
  119. package/content/archetypes/scout.yaml +3 -0
  120. package/content/archetypes/scroll-trickster.yaml +3 -0
  121. package/content/archetypes/scrounger.yaml +3 -0
  122. package/content/archetypes/sentinel.yaml +3 -0
  123. package/content/archetypes/snarecrafter.yaml +3 -0
  124. package/content/archetypes/sorcerer.yaml +3 -0
  125. package/content/archetypes/swashbuckler.yaml +7 -0
  126. package/content/archetypes/talisman-dabbler.yaml +3 -0
  127. package/content/archetypes/vigilante.yaml +3 -0
  128. package/content/archetypes/viking.yaml +3 -0
  129. package/content/archetypes/weapon-improviser.yaml +3 -0
  130. package/content/archetypes/witch.yaml +3 -0
  131. package/content/archetypes/wizard.yaml +3 -0
  132. package/content/archetypes/wrestler.yaml +3 -0
  133. package/content/armor/breastplate.yaml +12 -0
  134. package/content/armor/chain-mail.yaml +13 -0
  135. package/content/armor/chain-shirt.yaml +13 -0
  136. package/content/armor/explorers-clothing.yaml +12 -0
  137. package/content/armor/full-plate.yaml +13 -0
  138. package/content/armor/half-plate.yaml +12 -0
  139. package/content/armor/hide-armor.yaml +12 -0
  140. package/content/armor/leather-armor.yaml +12 -0
  141. package/content/armor/padded-armor.yaml +13 -0
  142. package/content/armor/scale-mail.yaml +12 -0
  143. package/content/armor/specific/dragonplate.yaml +14 -0
  144. package/content/armor/specific/electric-eelskin.yaml +28 -0
  145. package/content/armor/specific/elven-chain-high-grade.yaml +11 -0
  146. package/content/armor/specific/elven-chain-standard-grade.yaml +11 -0
  147. package/content/armor/specific/ghoul-hide.yaml +10 -0
  148. package/content/armor/specific/holy-chain.yaml +15 -0
  149. package/content/armor/specific/impenetrable-scale.yaml +16 -0
  150. package/content/armor/specific/life-saver-mail-greater.yaml +32 -0
  151. package/content/armor/specific/life-saver-mail.yaml +32 -0
  152. package/content/armor/specific/lions-armor-greater.yaml +18 -0
  153. package/content/armor/specific/lions-armor.yaml +18 -0
  154. package/content/armor/specific/mariners-splint.yaml +16 -0
  155. package/content/armor/specific/medusa-armor.yaml +10 -0
  156. package/content/armor/specific/moonlit-chain.yaml +12 -0
  157. package/content/armor/specific/onslaught-hide.yaml +13 -0
  158. package/content/armor/specific/tideplate.yaml +26 -0
  159. package/content/armor/specific/unholy-plate.yaml +12 -0
  160. package/content/armor/specific/warleaders-bulwark-greater.yaml +22 -0
  161. package/content/armor/specific/warleaders-bulwark.yaml +22 -0
  162. package/content/armor/splint-mail.yaml +12 -0
  163. package/content/armor/studded-leather-armor.yaml +12 -0
  164. package/content/backgrounds/acolyte.yaml +25 -0
  165. package/content/backgrounds/acrobat.yaml +25 -0
  166. package/content/backgrounds/amnesiac.yaml +7 -0
  167. package/content/backgrounds/animal-whisperer.yaml +40 -0
  168. package/content/backgrounds/artisan.yaml +25 -0
  169. package/content/backgrounds/artist.yaml +25 -0
  170. package/content/backgrounds/astrologer.yaml +21 -0
  171. package/content/backgrounds/bandit.yaml +40 -0
  172. package/content/backgrounds/barber.yaml +21 -0
  173. package/content/backgrounds/barkeep.yaml +25 -0
  174. package/content/backgrounds/barrister.yaml +25 -0
  175. package/content/backgrounds/blessed.yaml +20 -0
  176. package/content/backgrounds/bookkeeper.yaml +21 -0
  177. package/content/backgrounds/bounty-hunter.yaml +25 -0
  178. package/content/backgrounds/charlatan.yaml +25 -0
  179. package/content/backgrounds/cook.yaml +25 -0
  180. package/content/backgrounds/courier.yaml +23 -0
  181. package/content/backgrounds/criminal.yaml +25 -0
  182. package/content/backgrounds/cultist.yaml +27 -0
  183. package/content/backgrounds/cursed.yaml +19 -0
  184. package/content/backgrounds/detective.yaml +25 -0
  185. package/content/backgrounds/driver.yaml +41 -0
  186. package/content/backgrounds/emissary.yaml +27 -0
  187. package/content/backgrounds/entertainer.yaml +25 -0
  188. package/content/backgrounds/farmhand.yaml +25 -0
  189. package/content/backgrounds/feral-child.yaml +27 -0
  190. package/content/backgrounds/feybound.yaml +16 -0
  191. package/content/backgrounds/field-medic.yaml +25 -0
  192. package/content/backgrounds/fortune-teller.yaml +25 -0
  193. package/content/backgrounds/gambler.yaml +25 -0
  194. package/content/backgrounds/gladiator.yaml +25 -0
  195. package/content/backgrounds/guard.yaml +29 -0
  196. package/content/backgrounds/haunted.yaml +44 -0
  197. package/content/backgrounds/herbalist.yaml +25 -0
  198. package/content/backgrounds/hermit.yaml +42 -0
  199. package/content/backgrounds/hunter.yaml +25 -0
  200. package/content/backgrounds/insurgent.yaml +21 -0
  201. package/content/backgrounds/laborer.yaml +25 -0
  202. package/content/backgrounds/martial-disciple.yaml +42 -0
  203. package/content/backgrounds/merchant.yaml +25 -0
  204. package/content/backgrounds/miner.yaml +25 -0
  205. package/content/backgrounds/noble.yaml +29 -0
  206. package/content/backgrounds/nomad.yaml +40 -0
  207. package/content/backgrounds/outrider.yaml +21 -0
  208. package/content/backgrounds/pilgrim.yaml +23 -0
  209. package/content/backgrounds/prisoner.yaml +25 -0
  210. package/content/backgrounds/raised-by-belief.yaml +166 -0
  211. package/content/backgrounds/refugee.yaml +23 -0
  212. package/content/backgrounds/returned.yaml +22 -0
  213. package/content/backgrounds/root-worker.yaml +21 -0
  214. package/content/backgrounds/royalty.yaml +17 -0
  215. package/content/backgrounds/saboteur.yaml +21 -0
  216. package/content/backgrounds/sailor.yaml +25 -0
  217. package/content/backgrounds/scavenger.yaml +23 -0
  218. package/content/backgrounds/scholar.yaml +56 -0
  219. package/content/backgrounds/scout.yaml +40 -0
  220. package/content/backgrounds/servant.yaml +21 -0
  221. package/content/backgrounds/squire.yaml +27 -0
  222. package/content/backgrounds/street-urchin.yaml +27 -0
  223. package/content/backgrounds/tax-collector.yaml +23 -0
  224. package/content/backgrounds/teacher.yaml +29 -0
  225. package/content/backgrounds/tinker.yaml +25 -0
  226. package/content/backgrounds/ward.yaml +21 -0
  227. package/content/backgrounds/warrior.yaml +25 -0
  228. package/content/boosts/cha.yaml +5 -0
  229. package/content/boosts/con.yaml +5 -0
  230. package/content/boosts/dex.yaml +5 -0
  231. package/content/boosts/int.yaml +5 -0
  232. package/content/boosts/str.yaml +5 -0
  233. package/content/boosts/wis.yaml +5 -0
  234. package/content/classes/alchemist/fields/bomber.yaml +15 -0
  235. package/content/classes/alchemist/fields/chirurgeon.yaml +19 -0
  236. package/content/classes/alchemist/fields/mutagenist.yaml +23 -0
  237. package/content/classes/alchemist/fields/toxicologist.yaml +20 -0
  238. package/content/classes/alchemist.yaml +136 -0
  239. package/content/classes/barbarian/animals/ape-fist.yaml +10 -0
  240. package/content/classes/barbarian/animals/ape.yaml +6 -0
  241. package/content/classes/barbarian/animals/bear-claw.yaml +10 -0
  242. package/content/classes/barbarian/animals/bear-jaws.yaml +10 -0
  243. package/content/classes/barbarian/animals/bear.yaml +6 -0
  244. package/content/classes/barbarian/animals/bull-horn.yaml +10 -0
  245. package/content/classes/barbarian/animals/bull.yaml +6 -0
  246. package/content/classes/barbarian/animals/cat-claw.yaml +10 -0
  247. package/content/classes/barbarian/animals/cat-jaws.yaml +10 -0
  248. package/content/classes/barbarian/animals/cat.yaml +6 -0
  249. package/content/classes/barbarian/animals/deer-antler.yaml +10 -0
  250. package/content/classes/barbarian/animals/deer.yaml +6 -0
  251. package/content/classes/barbarian/animals/frog-jaws.yaml +10 -0
  252. package/content/classes/barbarian/animals/frog-tongue.yaml +10 -0
  253. package/content/classes/barbarian/animals/frog.yaml +6 -0
  254. package/content/classes/barbarian/animals/shark-jaws.yaml +10 -0
  255. package/content/classes/barbarian/animals/shark.yaml +6 -0
  256. package/content/classes/barbarian/animals/snake-fangs.yaml +10 -0
  257. package/content/classes/barbarian/animals/snake.yaml +6 -0
  258. package/content/classes/barbarian/animals/wolf-jaws.yaml +10 -0
  259. package/content/classes/barbarian/animals/wolf.yaml +6 -0
  260. package/content/classes/barbarian/armor-mastery.yaml +7 -0
  261. package/content/classes/barbarian/brutality.yaml +7 -0
  262. package/content/classes/barbarian/devastator.yaml +5 -0
  263. package/content/classes/barbarian/furious-footfalls.yaml +8 -0
  264. package/content/classes/barbarian/greater-juggernaut.yaml +8 -0
  265. package/content/classes/barbarian/greater-weapon-specialization.yaml +5 -0
  266. package/content/classes/barbarian/indomitable-will.yaml +8 -0
  267. package/content/classes/barbarian/instincts/animal.yaml +23 -0
  268. package/content/classes/barbarian/instincts/dragon.yaml +16 -0
  269. package/content/classes/barbarian/instincts/fury.yaml +18 -0
  270. package/content/classes/barbarian/instincts/giant.yaml +23 -0
  271. package/content/classes/barbarian/instincts/spirit.yaml +8 -0
  272. package/content/classes/barbarian/instincts/superstition.yaml +11 -0
  273. package/content/classes/barbarian/juggernaut.yaml +8 -0
  274. package/content/classes/barbarian/medium-armor-expertise.yaml +7 -0
  275. package/content/classes/barbarian/mighty-rage.yaml +5 -0
  276. package/content/classes/barbarian/perception-mastery.yaml +5 -0
  277. package/content/classes/barbarian/quick-tempered.yaml +3 -0
  278. package/content/classes/barbarian/rage.yaml +7 -0
  279. package/content/classes/barbarian/raging-resistance.yaml +11 -0
  280. package/content/classes/barbarian/raging.yaml +21 -0
  281. package/content/classes/barbarian/reflex-expertise.yaml +5 -0
  282. package/content/classes/barbarian/revitalizing-rage.yaml +4 -0
  283. package/content/classes/barbarian/weapon-mastery.yaml +7 -0
  284. package/content/classes/barbarian/weapon-specialization.yaml +5 -0
  285. package/content/classes/barbarian.yaml +119 -0
  286. package/content/classes/bard/muses/enigma.yaml +13 -0
  287. package/content/classes/bard/muses/maestro.yaml +13 -0
  288. package/content/classes/bard/muses/polymath.yaml +13 -0
  289. package/content/classes/bard/muses/warrior.yaml +13 -0
  290. package/content/classes/bard.yaml +127 -0
  291. package/content/classes/champion/causes/desecration.yaml +37 -0
  292. package/content/classes/champion/causes/grandeur.yaml +35 -0
  293. package/content/classes/champion/causes/iniquity.yaml +50 -0
  294. package/content/classes/champion/causes/justice.yaml +48 -0
  295. package/content/classes/champion/causes/liberation.yaml +22 -0
  296. package/content/classes/champion/causes/obedience.yaml +57 -0
  297. package/content/classes/champion/causes/redemption.yaml +39 -0
  298. package/content/classes/champion/resistance.yaml +13 -0
  299. package/content/classes/champion.yaml +230 -0
  300. package/content/classes/cleric/doctrines/cloistered-cleric.yaml +14 -0
  301. package/content/classes/cleric/doctrines/warpriest.yaml +28 -0
  302. package/content/classes/cleric.yaml +186 -0
  303. package/content/classes/druid/current-spell.yaml +10 -0
  304. package/content/classes/druid/orders/animal.yaml +19 -0
  305. package/content/classes/druid/orders/leaf.yaml +19 -0
  306. package/content/classes/druid/orders/storm.yaml +19 -0
  307. package/content/classes/druid/orders/untamed.yaml +19 -0
  308. package/content/classes/druid.yaml +123 -0
  309. package/content/classes/fighter.yaml +121 -0
  310. package/content/classes/investigator.yaml +187 -0
  311. package/content/classes/monk.yaml +107 -0
  312. package/content/classes/oracle/mysteries/ancestors.yaml +91 -0
  313. package/content/classes/oracle/mysteries/battle.yaml +86 -0
  314. package/content/classes/oracle/mysteries/bones.yaml +93 -0
  315. package/content/classes/oracle/mysteries/cosmos.yaml +66 -0
  316. package/content/classes/oracle/mysteries/flames.yaml +61 -0
  317. package/content/classes/oracle/mysteries/life.yaml +84 -0
  318. package/content/classes/oracle/mysteries/lore.yaml +109 -0
  319. package/content/classes/oracle/mysteries/tempest.yaml +106 -0
  320. package/content/classes/oracle.yaml +127 -0
  321. package/content/classes/ranger/edges/flurry.yaml +17 -0
  322. package/content/classes/ranger/edges/outwit.yaml +14 -0
  323. package/content/classes/ranger/edges/precision.yaml +35 -0
  324. package/content/classes/ranger/greater-natural-reflexes.yaml +8 -0
  325. package/content/classes/ranger/greater-weapon-specialization.yaml +5 -0
  326. package/content/classes/ranger/hunt-prey.yaml +19 -0
  327. package/content/classes/ranger/martial-weapon-mastery.yaml +7 -0
  328. package/content/classes/ranger/masterful-hunter.yaml +5 -0
  329. package/content/classes/ranger/medium-armor-expertise.yaml +7 -0
  330. package/content/classes/ranger/medium-armor-mastery.yaml +7 -0
  331. package/content/classes/ranger/natural-reflexes.yaml +8 -0
  332. package/content/classes/ranger/natures-edge.yaml +3 -0
  333. package/content/classes/ranger/perception-legend.yaml +5 -0
  334. package/content/classes/ranger/perception-mastery.yaml +5 -0
  335. package/content/classes/ranger/ranger-expertise.yaml +5 -0
  336. package/content/classes/ranger/ranger-weapon-expertise.yaml +7 -0
  337. package/content/classes/ranger/swift-prey.yaml +3 -0
  338. package/content/classes/ranger/trackless-journey.yaml +3 -0
  339. package/content/classes/ranger/unimpeded-journey.yaml +3 -0
  340. package/content/classes/ranger/wardens-endurance.yaml +8 -0
  341. package/content/classes/ranger/weapon-specialization.yaml +5 -0
  342. package/content/classes/ranger/will-expertise.yaml +5 -0
  343. package/content/classes/ranger.yaml +128 -0
  344. package/content/classes/rogue/agile-mind.yaml +8 -0
  345. package/content/classes/rogue/debilitating-strike.yaml +38 -0
  346. package/content/classes/rogue/debilitations/no-cover.yaml +2 -0
  347. package/content/classes/rogue/debilitations/no-flanking.yaml +2 -0
  348. package/content/classes/rogue/debilitations/no-reactions.yaml +2 -0
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  4676. package/rules/dragonblood.yaml +16 -0
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+ // Generated by pnpm build:packs. Do not edit.
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+ export default {"types.affliction.name":"Affliction","types.affliction.fields.kind.name":"Kind","types.affliction.fields.kind.values.poison.name":"Poison","types.affliction.fields.kind.values.disease.name":"Disease","types.affliction.fields.kind.values.curse.name":"Curse","types.affliction.fields.level.name":"Level","types.affliction.fields.save.name":"Saving throw","types.affliction.fields.save.values.fortitude.name":"Fortitude","types.affliction.fields.save.values.reflex.name":"Reflex","types.affliction.fields.save.values.will.name":"Will","types.affliction.fields.dc.name":"DC","types.affliction.fields.stages.name":"Stages","types.affliction.fields.damageType.name":"Damage type","types.affliction.fields.damageType.values.acid.name":"Acid","types.affliction.fields.damageType.values.bludgeoning.name":"Bludgeoning","types.affliction.fields.damageType.values.piercing.name":"Piercing","types.affliction.fields.damageType.values.slashing.name":"Slashing","types.affliction.fields.damageType.values.cold.name":"Cold","types.affliction.fields.damageType.values.electricity.name":"Electricity","types.affliction.fields.damageType.values.fire.name":"Fire","types.affliction.fields.damageType.values.mental.name":"Mental","types.affliction.fields.damageType.values.poison.name":"Poison","types.affliction.fields.damageType.values.sonic.name":"Sonic","types.affliction.fields.damageType.values.spirit.name":"Spirit","types.affliction.fields.damageType.values.vitality.name":"Vitality","types.affliction.fields.damageType.values.void.name":"Void","types.affliction.fields.damage2Type.name":"Second damage type","types.affliction.fields.damage2Type.values.acid.name":"Acid","types.affliction.fields.damage2Type.values.cold.name":"Cold","types.affliction.fields.damage2Type.values.electricity.name":"Electricity","types.affliction.fields.damage2Type.values.fire.name":"Fire","types.affliction.fields.damage2Type.values.mental.name":"Mental","types.affliction.fields.damage2Type.values.poison.name":"Poison","types.affliction.fields.damage2Type.values.sonic.name":"Sonic","types.affliction.fields.damage2Type.values.spirit.name":"Spirit","types.affliction.fields.damage2Type.values.vitality.name":"Vitality","types.affliction.fields.damage2Type.values.void.name":"Void","types.affliction.fields.stage1Damage.name":"Stage 1 damage","types.affliction.fields.stage2Damage.name":"Stage 2 damage","types.affliction.fields.stage3Damage.name":"Stage 3 damage","types.affliction.fields.stage4Damage.name":"Stage 4 damage","types.affliction.fields.stage5Damage.name":"Stage 5 damage","types.affliction.fields.stage6Damage.name":"Stage 6 damage","types.affliction.fields.stage1Damage2.name":"Stage 1 second damage","types.affliction.fields.stage2Damage2.name":"Stage 2 second damage","types.affliction.fields.stage3Damage2.name":"Stage 3 second damage","types.affliction.state.stage.name":"Stage","types.affliction.state.dc.name":"DC","types.affliction.state.reexposed.name":"Exposed again","types.consumable.fields.affliction.name":"Affliction","types.spell.fields.affliction.name":"Affliction","tags.affliction.name":"Affliction","tags.trait.virulent.name":"Virulent","groups.afflictions.label":"Afflictions","actions.affliction-save.name":"Save against the affliction","actions.affliction-save.description":"At each interval, a save against the affliction's DC: a critical success lowers its stage by 2, a success by 1, a failure raises it by 1 and a critical failure by 2. At stage 0 it ends; otherwise you take the new stage's damage. Exposed again, only a failure or critical failure changes the stage.","actions.affliction-save.results.cured.name":"No longer afflicted","actions.affliction-save.results.afflicted.name":"Afflicted","actions.expose.name":"Expose to the poison","actions.expose.description":"Use up the poison on a target (with the Strike that delivers an injury poison, or a dose it swallows or breathes). The target saves against it, the first of its affliction's saves.","actions.expose.results.exposed.name":"Exposed","afflictions.arsenic.name":"Arsenic","afflictions.arsenic.description":"Poison. Fortitude DC 18; onset 10 minutes; maximum duration 5 minutes. Stage 1: 1d4 poison and sickened 1 (1 minute); stage 2: 1d6 poison and sickened 2 (1 minute); stage 3: 1d8 poison and sickened 3 (1 minute).","afflictions.belladonna.name":"Belladonna","afflictions.belladonna.description":"Poison. Fortitude DC 19; onset 10 minutes; maximum duration 30 minutes. Stage 1: dazzled (10 minutes); stage 2: 1d6 poison and sickened 1 (10 minutes); stage 3: 1d6 poison, confused and sickened 1 (1 minute).","afflictions.black-adder-venom.name":"Black Adder Venom","afflictions.black-adder-venom.description":"Poison. Fortitude DC 18; maximum duration 3 rounds. Stage 1: 1d4 poison (1 round); stage 2: 1d6 poison (1 round); stage 3: 1d8 poison (1 round).","afflictions.black-lotus-extract.name":"Black Lotus Extract","afflictions.black-lotus-extract.description":"Poison. Fortitude DC 42; onset 1 minute; maximum duration 6 rounds. Stage 1: 13d6 poison and drained 1 (1 round); stage 2: 15d6 poison and drained 1 (1 round); stage 3: 17d6 poison and drained 2 (1 round).","afflictions.blightburn-resin.name":"Blightburn Resin","afflictions.blightburn-resin.description":"Poison. Fortitude DC 30; onset 1 minute; maximum duration 6 rounds. Stage 1: 6d6 poison (1 round); stage 2: 7d6 poison (1 round); stage 3: 9d6 poison (1 round).","afflictions.brimstone-fumes.name":"Brimstone Fumes","afflictions.brimstone-fumes.description":"Poison. Fortitude DC 36; onset 1 round; maximum duration 6 rounds. Stage 1: 7d8 poison and enfeebled 1 (1 round); stage 2: 8d8 poison and enfeebled 2 (1 round); stage 3: 10d8 poison and enfeebled 3 (1 round).","afflictions.cave-worm-venom.name":"Cave Worm Venom","afflictions.cave-worm-venom.description":"Poison. Fortitude DC 32; maximum duration 6 rounds. Stage 1: 5d6 poison and enfeebled 2 (1 round); stage 2: 6d6 poison and enfeebled 2 (1 round); stage 3: 8d6 poison and enfeebled 2 (1 round).","afflictions.cerulean-scourge.name":"Cerulean Scourge","afflictions.cerulean-scourge.description":"Poison. Fortitude DC 37; maximum duration 6 rounds. Stage 1: 10d6 poison (1 round); stage 2: 12d6 poison (1 round); stage 3: 14d6 poison (1 round).","afflictions.cytillesh-oil.name":"Cytillesh Oil","afflictions.cytillesh-oil.description":"Poison. Fortitude DC 19; maximum duration 4 rounds. Stage 1: 1d8 poison (1 round); stage 2: 1d10 poison (1 round); stage 3: 2d8 poison (1 round).","afflictions.deathcap-powder.name":"Deathcap Powder","afflictions.deathcap-powder.description":"Poison. Fortitude DC 33; onset 10 minutes; maximum duration 6 minutes. Stage 1: 7d8 poison (1 minute); stage 2: 9d6 poison and sickened 2 (1 minute); stage 3: 8d10 poison and sickened 3 (1 minute).","afflictions.enervating-powder.name":"Enervating Powder","afflictions.enervating-powder.description":"Poison. Fortitude DC 28; onset 10 minutes; maximum duration 6 minutes. Stage 1: fatigued (1 minute); stage 2: 5d6 poison and fatigued (1 minute); stage 3: 6d6 poison, fatigued and paralyzed (1 minute).","afflictions.fearflower-nectar.name":"Fearflower Nectar","afflictions.fearflower-nectar.description":"Poison. Fortitude DC 21; maximum duration 6 rounds. Stage 1: 1d6 poison and frightened 1 (1 round); stage 2: 1d6 poison and frightened 2 (1 round); stage 3: 1d6 poison and frightened 3 (1 round).","afflictions.giant-centipede-venom.name":"Giant Centipede Venom","afflictions.giant-centipede-venom.description":"Poison. Fortitude DC 17; maximum duration 6 rounds. Stage 1: 1d4 poison (1 round); stage 2: 1d4 poison and fatigued (1 round); stage 3: 1d4 poison, clumsy 1 and fatigued (1 round).","afflictions.giant-scorpion-venom.name":"Giant Scorpion Venom","afflictions.giant-scorpion-venom.description":"Poison. Fortitude DC 22; maximum duration 6 rounds. Stage 1: 2d6 poison and enfeebled 1 (1 round); stage 2: 2d8 poison and enfeebled 1 (1 round); stage 3: 2d10 poison and enfeebled 2 (1 round).","afflictions.graveroot.name":"Graveroot","afflictions.graveroot.description":"Poison. Fortitude DC 19; maximum duration 4 rounds. Stage 1: 1d8 poison (1 round); stage 2: 1d10 poison and stupefied 1 (1 round); stage 3: 2d6 poison and stupefied 2 (1 round).","afflictions.hemlock.name":"Hemlock","afflictions.hemlock.description":"Poison. Fortitude DC 38; onset 30 minutes; maximum duration 60 minutes. Stage 1: 16d6 poison and enfeebled 2 (10 minutes); stage 2: 17d6 poison and enfeebled 3 (10 minutes); stage 3: 18d6 poison and enfeebled 4 (10 minutes).","afflictions.kings-sleep.name":"King's Sleep","afflictions.kings-sleep.description":"Poison. Fortitude DC 41; onset 1 day. Stage 1: drained 1 (1 day); stage 2: drained 1 (1 day); stage 3: drained 2 (1 day).","afflictions.leadenleg.name":"Leadenleg","afflictions.leadenleg.description":"Poison. Fortitude DC 20; maximum duration 6 rounds. Stage 1: 1d10 poison and a -5-foot status penalty to Speeds (1 round); stage 2: 2d6 poison and -10 feet (1 round); stage 3: 2d6 poison and -20 feet (1 round).","afflictions.lethargy-poison.name":"Lethargy Poison","afflictions.lethargy-poison.description":"Poison. Fortitude DC 18; onset 1 round; maximum duration 4 hours. Stage 1: slowed 1 (1 round); stage 2: slowed 1 (1 minute); stage 3: unconscious with no Perception check to wake (1 round); stage 4: unconscious with no Perception check to wake (1d4 hours).","afflictions.mindfog-mist.name":"Mindfog Mist","afflictions.mindfog-mist.description":"Poison. Fortitude DC 35; onset 1 round; maximum duration 6 rounds. Stage 1: stupefied 2 (1 round); stage 2: confused and stupefied 3 (1 round); stage 3: confused and stupefied 4 (1 round).","afflictions.nethershade.name":"Nethershade","afflictions.nethershade.description":"Poison. Fortitude DC 29; maximum duration 6 rounds. Stage 1: 2d6 void and 2d6 poison (1 round); stage 2: 3d6 void, 2d6 poison and enfeebled 1 (1 round); stage 3: 3d6 void, 3d6 poison and enfeebled 2 (1 round).","afflictions.nettleweed-residue.name":"Nettleweed Residue","afflictions.nettleweed-residue.description":"Poison. Fortitude DC 27; onset 1 minute; maximum duration 6 minutes. Stage 1: 3d6 poison (1 minute); stage 2: 4d6 poison (1 minute); stage 3: 6d6 poison (1 minute).","afflictions.slumber-wine.name":"Slumber Wine","afflictions.slumber-wine.description":"Poison. Fortitude DC 32; onset 1 hour; maximum duration 7 days. Stage 1: unconscious (1 day); stage 2: unconscious (2 days); stage 3: unconscious (3 days).","afflictions.spider-root.name":"Spider Root","afflictions.spider-root.description":"Poison. Fortitude DC 28; onset 1 minute; maximum duration 6 minutes. Stage 1: 3d6 poison and clumsy 1 (1 minute); stage 2: 4d6 poison and clumsy 2 (1 minute); stage 3: 6d6 poison and clumsy 3 (1 minute).","afflictions.spider-venom.name":"Spider Venom","afflictions.spider-venom.description":"Poison. Fortitude DC 22; maximum duration 6 rounds. Stage 1: 1d10 poison and sickened 1 (1 round); stage 2: 1d12 poison, clumsy 1 and sickened 2 (1 round); stage 3: 2d6 poison, clumsy 2 and sickened 3 (1 round).","afflictions.tangle-root-toxin.name":"Tangle Root Toxin","afflictions.tangle-root-toxin.description":"Poison. Fortitude DC 26; onset 1 minute; maximum duration 6 minutes. Stage 1: clumsy 1 and a -10-foot status penalty to Speeds (1 minute); stage 2: clumsy 2 and -20 feet (1 minute); stage 3: clumsy 3, off-guard and -30 feet (1 minute).","afflictions.tears-of-death.name":"Tears of Death","afflictions.tears-of-death.description":"Poison. Fortitude DC 44; onset 1 minute; maximum duration 10 minutes. Stage 1: 20d6 poison and paralyzed (1 round); stage 2: 22d6 poison and paralyzed (1 minute); stage 3: 24d6 poison and paralyzed (1 minute).","afflictions.wolfsbane.name":"Wolfsbane","afflictions.wolfsbane.description":"Poison. Fortitude DC 30; onset 10 minutes; maximum duration 6 minutes. Stage 1: 3d10 poison (1 minute); stage 2: 4d10 poison (1 minute); stage 3: 5d10 poison (1 minute).","afflictions.wyvern-poison.name":"Wyvern Poison","afflictions.wyvern-poison.description":"Poison. Fortitude DC 26; maximum duration 6 rounds. Stage 1: 3d6 poison (1 round); stage 2: 3d8 poison (1 round); stage 3: 3d10 poison (1 round).","afflictions.goblin-pox.name":"Goblin pox","afflictions.goblin-pox.description":"Disease, level 1; creatures with the goblin trait are immune. Stage 1: sickened 1 (1 round); stage 2: sickened 1 and slowed 1 (1 round); stage 3: sickened 1, which can't be lowered (1 day).","afflictions.spider-venom-spell.name":"Spider venom","afflictions.spider-venom-spell.description":"Poison, level 1; maximum duration 4 rounds. Stage 1: 1d4 poison damage and enfeebled 1 (1 round); stage 2: 1d4 poison damage and enfeebled 2 (1 round).","afflictions.curse-of-death.name":"Curse of death","afflictions.curse-of-death.description":"Curse, ending with the spell. Stage 1: 4d6 void damage and fatigued (1 round); stage 2: 8d6 void damage and fatigued; stage 3: 12d6 void damage and fatigued; stage 4: death. Heightened, each of the first three stages deals 1d6 more per rank above 5th.","afflictions.dagger-venom.name":"Dagger venom","afflictions.dagger-venom.description":"Poison, Fortitude DC 21; maximum duration 4 rounds. Stage 1: 1d8 poison damage and enfeebled 1 (1 round).","afflictions.bog-rot.name":"Bog rot","afflictions.bog-rot.description":"Disease, level 0. Fortitude DC 13; onset 1 day. Stage 1: clumsy 1 (1 day); stage 2: clumsy 1 and a -5-foot status penalty to Speed (1 day); stage 3: clumsy 2 and a -10-foot status penalty to Speed (1 day). Amputating the affected feet also cures it.","afflictions.scarlet-fever.name":"Scarlet fever","afflictions.scarlet-fever.description":"Disease, level 1. Fortitude DC 13; onset 2 days. You can't lower your sickened value while afflicted. Stage 1: sickened 1 (1 day); stage 2: sickened 2 (1 day); stage 3: sickened 3 and unable to speak (1 day); stage 4: death.","afflictions.tetanus.name":"Tetanus","afflictions.tetanus.description":"Disease, level 1. Fortitude DC 14; onset 10 days. Stage 1: clumsy 1 (1 week); stage 2: clumsy 2 and unable to speak (1 day); stage 3: paralyzed by spasms (1 day); stage 4: death.","afflictions.tuberculosis.name":"Tuberculosis","afflictions.tuberculosis.description":"Disease, level 1. Fortitude DC 15; onset 1 week. Stage 1: a carrier, no effect (1 week); stage 2: coughing: a DC 5 flat check to Cast a Spell or Activate an Item with the concentrate trait (1 week); stage 3: fatigued, which you can't recover from, and the flat check is DC 15 (1 week); stage 4: unconscious (1 week); stage 5: death.","afflictions.malaria.name":"Malaria","afflictions.malaria.description":"Disease, level 2. Fortitude DC 16; onset 10 days. You can't lower your sickened value while afflicted. Stage 1: sickened 1 (1 day); stage 2: sickened 2 (1 day); stage 3: sickened 2, and the disease recurs every 1d4 months even once cured (1 day); stage 4: unconscious (1 day); stage 5: death.","afflictions.bubonic-plague.name":"Bubonic plague","afflictions.bubonic-plague.description":"Disease, level 3. Fortitude DC 17; onset 1 day. You can't remove fatigued while afflicted. Stage 1: fatigued (1 day); stage 2: enfeebled 2 and fatigued (1 day); stage 3: enfeebled 3, fatigued, and 1d6 persistent bleed damage every 1d20 minutes (1 day).","afflictions.scarlet-leprosy.name":"Scarlet leprosy","afflictions.scarlet-leprosy.description":"Disease, level 4, virulent. Fortitude DC 19; onset 1 day. Its damage can't be healed until the disease is cured. Stage 1: 2d6 bludgeoning damage (1 day); stage 2: 2d6 bludgeoning damage, and each time you gain wounded its value rises 1 more (1 day); stage 3: 4d6 bludgeoning damage, and you can't heal any damage (1 day).","afflictions.bonechill.name":"Bonechill","afflictions.bonechill.description":"Disease, level 5, primal. Fortitude DC 20; onset 1 day. Stage 1: clumsy 1 (1 day); stage 2: clumsy 2, and you can't heal cold damage until cured (1 day); stage 3: clumsy 3, and cold is one step more severe for you (1 day); stage 4: paralyzed, and cold is one step more severe for you (1 day).","afflictions.choking-death.name":"Choking death","afflictions.choking-death.description":"Disease, level 6. Fortitude DC 22; onset 1 day. Stage 1: a hoarse voice, no other effect (1 day); stage 2: drained 1 (1 day); stage 3: drained 2 and unable to speak (1 day); stage 4: death.","afflictions.blinding-sickness.name":"Blinding sickness","afflictions.blinding-sickness.description":"Disease, level 7. Fortitude DC 23. Stage 1: a carrier, no effect (1 day); stage 2: enfeebled 1 (1 day); stage 3: enfeebled 2 (1 day); stage 4: enfeebled 2 and permanently blinded (1 day); stage 5: enfeebled 4 (1 day); stage 6: unconscious (1 day); stage 7: death.","afflictions.sewer-haze.name":"Sewer haze","afflictions.sewer-haze.description":"Disease, level 7, virulent. Fortitude DC 23; onset 3 days. Stage 1: stupefied 2 (1 day); stage 2: drained 2 and stupefied 2 (1 day); stage 3: drained 3 and stupefied 3 (1 day).","afflictions.nightmare-fever.name":"Nightmare fever","afflictions.nightmare-fever.description":"Disease, level 8, occult. Will DC 25. Its damage and fatigue can't be healed until the disease is removed. Stage 1: 2d6 slashing damage and fatigued (1 day); stage 2: 4d6 slashing damage and fatigued (1 day); stage 3: 4d6 slashing damage, fatigued, and each time you take slashing damage a Will save against the disease's DC or frightened 2 (1 day); stage 4: 6d6 slashing damage, fatigued, and each time you take slashing damage a Will save or paralyzed for 1 round (1 day); stage 5: 6d6 slashing damage and unconscious. Some versions deal bludgeoning or piercing damage instead.","afflictions.brain-worms.name":"Brain worms","afflictions.brain-worms.description":"Disease, level 11, virulent. Fortitude DC 28; onset 1 day. While afflicted, an attack you make because you're confused is a bite. Stage 1: stupefied 2 (1 day); stage 2: stupefied 2, and each time you take damage a Will save against the disease's DC or confused for 1 round (1 day); stage 3: stupefied 3, and the same save or confused for 1 minute (1 day); stage 4: stupefied 4 and confused, which damage doesn't end (1 day); stage 5: unconscious (1 day); stage 6: death.","afflictions.crimson-ooze.name":"Crimson ooze","afflictions.crimson-ooze.description":"Disease, level 15, virulent. Fortitude DC 34. Amputating the infected hand before stage 4 cures it. Stage 1: clumsy 1 (1 day); stage 2: clumsy 2, and using the infected hand deals you 3d6 persistent bleed damage (1 day); stage 3: clumsy 2, stupefied 2, and the hand is unusable (1 day); stage 4: clumsy 3, stupefied 3, and the hand is permanently unusable (1 day); stage 5: confused, which damage doesn't end (1 day); stage 6: death.","afflictions.curse-of-nightmares.name":"Curse of nightmares","afflictions.curse-of-nightmares.description":"Curse, level 2 (magical, mental). Will DC 16. You must rest 12 hours instead of 8 to avoid being fatigued, and you gain no benefit from rest or long-term rest; you can still make your daily preparations.","afflictions.theft-of-thought.name":"Theft of thought","afflictions.theft-of-thought.description":"Curse, level 3 (magical, mental). Will DC 18; it guards one book against whoever Steals it. The first time you then use a skill you're trained in or better, your proficiency rank in it drops by one for as long as you're cursed.","afflictions.slayers-haunt.name":"Slayer's haunt","afflictions.slayers-haunt.description":"Curse, level 4 (illusion, magical, visual). Will DC 19. Everyone around you looks like someone you killed. To identify one, Recall Knowledge about it or otherwise deal with its true form, you must first succeed at a Will save against the curse's DC; on a critical failure you're frightened 1.","afflictions.cowards-roots.name":"Coward's roots","afflictions.cowards-roots.description":"Curse, level 5 (emotion, fear, magical, mental). Will DC 20. At the start of your turn, if you're frightened, you're immobilized or fleeing (your choice) until the end of that turn.","afflictions.curse-of-the-ravenous.name":"Curse of the ravenous","afflictions.curse-of-the-ravenous.description":"Curse, level 5 (magical). Fortitude DC 20. No food satisfies you; after 1 day you begin starving. You get a new save each week.","afflictions.wizards-ward.name":"Wizard's ward","afflictions.wizards-ward.description":"Curse, level 6 (magical). Will DC 22; it guards one book, usually a spellbook, against whoever damages it. You take 5d6 damage of the type you dealt the book, which can't be healed while the curse lasts. Repairing the book, missing text included, ends it.","afflictions.oath-of-the-flesh.name":"Oath of the flesh","afflictions.oath-of-the-flesh.description":"Curse, level 7 (magical). Fortitude DC 23. Every promise you make is carved into your skin as a symbol; breaking one opens it into a wound that deals you 3d6 slashing damage, which can't be healed while the curse lasts.","afflictions.sellswords-folly.name":"Sellsword's folly","afflictions.sellswords-folly.description":"Curse, level 9 (emotion, magical, mental). Will DC 26. Each time you roll initiative, you attempt a new save against the curse; on a failure you're confused for 1 round (an incapacitation effect).","afflictions.curse-of-slumber.name":"Curse of slumber","afflictions.curse-of-slumber.description":"Curse, level 11 (incapacitation, magical, sleep). Fortitude DC 28. You fall asleep for 1 round (for good on a critical failure) and seem dead: a DC 30 Medicine check tells you're alive. Noise doesn't wake you; taking damage gives you a new save.","afflictions.reviling-earth.name":"Reviling earth","afflictions.reviling-earth.description":"Curse, level 12 (death, magical). Fortitude DC 30; it lies over a region. Entering it, you become doomed 1 (doomed 2 on a critical failure).","afflictions.spirit-anchor.name":"Spirit anchor","afflictions.spirit-anchor.description":"Curse, level 13 (magical). Fortitude DC 31. If you die while cursed, your spirit is bound where you died and you rise as a ghost or other incorporeal undead.","afflictions.unending-thirst.name":"Unending thirst","afflictions.unending-thirst.description":"Curse, level 15 (magical). Fortitude DC 32. Drinking does you no good and you suffer from thirst. You get a new save each day.","afflictions.reviled-of-nature.name":"Reviled of nature","afflictions.reviled-of-nature.description":"Curse, level 18 (emotion, magical, mental). Will DC 38. Each animal that becomes aware of you attempts a Will save against the curse; on a failure it attacks you and fights to the death.","afflictions.thiefs-retribution.name":"Thief's retribution","afflictions.thiefs-retribution.description":"Curse, level 19 (magical). Fortitude DC 39. Each time you steal something, you lose something worth more, never to be found. With nothing of greater value on you, you lose a limb instead: 10d6 slashing damage and the limb's use, neither restored until the stolen thing is returned.","afflictions.sword-of-anathema.name":"Sword of anathema","afflictions.sword-of-anathema.description":"Curse, level 20 (divine). Will DC 40. A deity marks you as an enemy of its faith: you have weakness 10 to damage dealt by its worshippers.","afflictions.grave-curse.name":"Grave curse","afflictions.grave-curse.description":"Curse (magical); Will save at a high spell DC for its level. For robbing a tomb or other resting place, you're hounded by undead of the curse's level: each night a DC 15 flat check, or an incorporeal undead harries you and spoils your rest; entering a burial ground, the same flat check or a corpse rises to attack you. Returning what you took ends it.","item-curses.degenerating.name":"Degenerating","item-curses.degenerating.description":"Item curse, level 5 (a weapon). Whenever you critically fail an attack roll with it, the weapon takes 1d10 acid damage, ignoring its Hardness and resistances.","item-curses.bloodbiter.name":"Bloodbiter","item-curses.bloodbiter.description":"Item curse, level 6 (a piercing or slashing weapon). A hit with it deals 1d6 persistent bleed damage to the target and 1d6 persistent bleed damage to you. Once it first hits, it fuses to your hand, which can do nothing else.","item-curses.grandstanding.name":"Grandstanding","item-curses.grandstanding.description":"Item curse, level 11 (a weapon). Whenever you bring a foe to 0 Hit Points, you lose your remaining actions that turn, showing off.","tags.item-curse.name":"Item curse","item-curses.ravenous.name":"Ravenous","item-curses.ravenous.description":"Item curse, level 1 (a ring, staff or wand). Each time you activate the item you start starving at once, needing ten times the usual food for the next day.","item-curses.arsonous.name":"Arsonous","item-curses.arsonous.description":"Item curse, level 7 (a ring, staff or wand). Each time you activate the item, a random ally within 30 feet takes 1d10 persistent fire damage (you, if there's none).","item-curses.staining.name":"Staining","item-curses.staining.description":"Item curse, level 1 (gear or a weapon). It has a color: whenever you use the item while manipulating another object, that object is stained that color for good (it can be changed by ordinary means).","item-curses.raucous.name":"Raucous","item-curses.raucous.description":"Item curse, level 3 (gear or a weapon). Whenever you use the item you must yell what you're doing; if you don't, or not loudly enough, the action is a critical failure.","fields.attacks.bomb.rank.name":"Alchemical bombs","fields.alchemist.field.name":"Research field","fields.alchemist.vials.max.name":"Versatile vials","fields.alchemist.vials.used.name":"Versatile vials used","fields.alchemist.advancedItems.name":"Advanced alchemy items a day","tags.bomb.name":"Bomb","tags.splash.name":"Splash damage","tags.consumable.drink.name":"Drinking a consumable","types.consumable.fields.category.values.mutagen.name":"Mutagen","types.consumable.fields.category.values.bomb.name":"Bomb","types.consumable.fields.category.values.poison.name":"Poison","types.consumable.fields.category.values.tool.name":"Tool","tags.damage.bomb.name":"Bomb damage","tags.trait.additive.name":"Additive","tags.trait.bomb.name":"Bomb","tags.trait.infused.name":"Infused","tags.trait.mutagen.name":"Mutagen","tags.trait.injury.name":"Injury","tags.trait.ingested.name":"Ingested","tags.trait.inhaled.name":"Inhaled","tags.trait.contact.name":"Contact","tags.trait.splash.name":"Splash","tags.trait.coagulant.name":"Coagulant","actions.bomb-strike.name":"Bomb Strike","actions.bomb-strike.description":"A Strike with an alchemical bomb: a ranged attack roll; a hit deals its damage and effects, and its splash reaches the target unless the attack critically fails.","actions.bomb-strike.participants.target.name":"Target","actions.throw.name":"Throw","actions.throw.description":"Throw this bomb (a Strike, 1 action); it is used up.","actions.throw.participants.target.name":"Target","actions.throw.params.ac.name":"Target's AC","actions.throw.params.attack.name":"Attack number this turn","actions.throw.params.attack.description":"For the multiple attack penalty: 1 for the first attack this turn.","actions.advanced-alchemy.name":"Advanced Alchemy","actions.advanced-alchemy.description":"During daily preparations: create infused alchemical consumables from your formula book, of your level or lower, and restore your versatile vials.","actions.advanced-alchemy.steps.item.prompt":"An item to make","actions.advanced-alchemy.results.made.name":"Made","actions.bomb-strike.params.damage.name":"Damage dice","actions.bomb-strike.params.flat.name":"Flat damage","actions.bomb-strike.params.damageType.name":"Damage type","actions.bomb-strike.params.splash.name":"Splash damage","actions.bomb-strike.params.persistent.name":"Persistent damage dice","actions.bomb-strike.params.persistentFlat.name":"Flat persistent damage","actions.bomb-strike.params.persistentType.name":"Persistent type","actions.bomb-strike.params.itemBonus.name":"Item bonus","actions.bomb-strike.params.hitCondition.name":"Condition on a hit","actions.bomb-strike.params.hitValue.name":"Its value","actions.bomb-strike.params.critValue.name":"Its value on a critical hit","actions.bomb-strike.params.ac.name":"Target's AC","actions.bomb-strike.params.attack.name":"Attack number this turn","actions.bomb-strike.params.attack.description":"For the multiple attack penalty: 1 for the first attack this turn.","consumables.acid-flask-lesser.name":"Acid Flask (Lesser)","consumables.acid-flask-lesser.description":"Item 1, 3 gp, light. Corrosive acid: 1 acid damage, 1d6 persistent acid damage and 1 acid splash.","consumables.acid-flask-moderate.name":"Acid Flask (Moderate)","consumables.acid-flask-moderate.description":"Item 3, 10 gp, light. Corrosive acid: 1 acid damage, 2d6 persistent acid damage and 2 acid splash. +1 item bonus to the attack roll.","consumables.acid-flask-greater.name":"Acid Flask (Greater)","consumables.acid-flask-greater.description":"Item 11, 250 gp, light. Corrosive acid: 1 acid damage, 3d6 persistent acid damage and 3 acid splash. +2 item bonus to the attack roll.","consumables.acid-flask-major.name":"Acid Flask (Major)","consumables.acid-flask-major.description":"Item 17, 2500 gp, light. Corrosive acid: 1 acid damage, 4d6 persistent acid damage and 4 acid splash. +3 item bonus to the attack roll.","consumables.alchemists-fire-lesser.name":"Alchemist's Fire (Lesser)","consumables.alchemists-fire-lesser.description":"Item 1, 3 gp, light. Volatile liquids that ignite in the air: 1d8 fire damage, 1 persistent fire damage and 1 fire splash.","consumables.alchemists-fire-moderate.name":"Alchemist's Fire (Moderate)","consumables.alchemists-fire-moderate.description":"Item 3, 10 gp, light. Volatile liquids that ignite in the air: 2d8 fire damage, 2 persistent fire damage and 2 fire splash. +1 item bonus to the attack roll.","consumables.alchemists-fire-greater.name":"Alchemist's Fire (Greater)","consumables.alchemists-fire-greater.description":"Item 11, 250 gp, light. Volatile liquids that ignite in the air: 3d8 fire damage, 3 persistent fire damage and 3 fire splash. +2 item bonus to the attack roll.","consumables.alchemists-fire-major.name":"Alchemist's Fire (Major)","consumables.alchemists-fire-major.description":"Item 17, 2500 gp, light. Volatile liquids that ignite in the air: 4d8 fire damage, 4 persistent fire damage and 4 fire splash. +3 item bonus to the attack roll.","consumables.blasting-stone-lesser.name":"Blasting Stone (Lesser)","consumables.blasting-stone-lesser.description":"Item 1, 3 gp, light. A pebble that bursts with a deafening bang: 1d4 sonic damage and 1 sonic splash; each creature within 10 feet must succeed at a DC 17 Fortitude save or be deafened until the end of its next turn.","consumables.blasting-stone-moderate.name":"Blasting Stone (Moderate)","consumables.blasting-stone-moderate.description":"Item 3, 10 gp, light. A pebble that bursts with a deafening bang: 2d4 sonic damage and 2 sonic splash; each creature within 10 feet must succeed at a DC 20 Fortitude save or be deafened until the end of its next turn. +1 item bonus to the attack roll.","consumables.blasting-stone-greater.name":"Blasting Stone (Greater)","consumables.blasting-stone-greater.description":"Item 11, 250 gp, light. A pebble that bursts with a deafening bang: 3d4 sonic damage and 3 sonic splash; each creature within 10 feet must succeed at a DC 28 Fortitude save or be deafened until the end of its next turn. +2 item bonus to the attack roll.","consumables.blasting-stone-major.name":"Blasting Stone (Major)","consumables.blasting-stone-major.description":"Item 17, 2500 gp, light. A pebble that bursts with a deafening bang: 4d4 sonic damage and 4 sonic splash; each creature within 10 feet must succeed at a DC 36 Fortitude save or be deafened until the end of its next turn. +3 item bonus to the attack roll.","consumables.blight-bomb-lesser.name":"Blight Bomb (Lesser)","consumables.blight-bomb-lesser.description":"Item 1, 3 gp, light. Toxic chemicals that rot flesh: 1d4 poison damage, 1d4 persistent poison damage and 1 poison splash.","consumables.blight-bomb-moderate.name":"Blight Bomb (Moderate)","consumables.blight-bomb-moderate.description":"Item 3, 10 gp, light. Toxic chemicals that rot flesh: 2d4 poison damage, 2d4 persistent poison damage and 2 poison splash. +1 item bonus to the attack roll.","consumables.blight-bomb-greater.name":"Blight Bomb (Greater)","consumables.blight-bomb-greater.description":"Item 11, 250 gp, light. Toxic chemicals that rot flesh: 3d4 poison damage, 3d4 persistent poison damage and 3 poison splash. +2 item bonus to the attack roll.","consumables.blight-bomb-major.name":"Blight Bomb (Major)","consumables.blight-bomb-major.description":"Item 17, 2500 gp, light. Toxic chemicals that rot flesh: 4d4 poison damage, 4d4 persistent poison damage and 4 poison splash. +3 item bonus to the attack roll.","consumables.bottled-lightning-lesser.name":"Bottled Lightning (Lesser)","consumables.bottled-lightning-lesser.description":"Item 1, 3 gp, light. Reagents that crackle into lightning: 1d6 electricity damage and 1 electricity splash; on a hit the target is off-guard until the start of your next turn.","consumables.bottled-lightning-moderate.name":"Bottled Lightning (Moderate)","consumables.bottled-lightning-moderate.description":"Item 3, 10 gp, light. Reagents that crackle into lightning: 2d6 electricity damage and 2 electricity splash; on a hit the target is off-guard until the start of your next turn. +1 item bonus to the attack roll.","consumables.bottled-lightning-greater.name":"Bottled Lightning (Greater)","consumables.bottled-lightning-greater.description":"Item 11, 250 gp, light. Reagents that crackle into lightning: 3d6 electricity damage and 3 electricity splash; on a hit the target is off-guard until the start of your next turn. +2 item bonus to the attack roll.","consumables.bottled-lightning-major.name":"Bottled Lightning (Major)","consumables.bottled-lightning-major.description":"Item 17, 2500 gp, light. Reagents that crackle into lightning: 4d6 electricity damage and 4 electricity splash; on a hit the target is off-guard until the start of your next turn. +3 item bonus to the attack roll.","consumables.dread-ampoule-lesser.name":"Dread Ampoule (Lesser)","consumables.dread-ampoule-lesser.description":"Item 1, 3 gp, light. A murky gas that clouds the mind: 1d6 mental damage and 1 mental splash; on a hit the target is frightened 1 (2 on a critical hit).","consumables.dread-ampoule-moderate.name":"Dread Ampoule (Moderate)","consumables.dread-ampoule-moderate.description":"Item 3, 10 gp, light. A murky gas that clouds the mind: 2d6 mental damage and 2 mental splash; on a hit the target is frightened 1 (2 on a critical hit). +1 item bonus to the attack roll.","consumables.dread-ampoule-greater.name":"Dread Ampoule (Greater)","consumables.dread-ampoule-greater.description":"Item 11, 300 gp, light. A murky gas that clouds the mind: 3d6 mental damage and 3 mental splash; on a hit the target is frightened 1 (2 on a critical hit). +2 item bonus to the attack roll.","consumables.dread-ampoule-major.name":"Dread Ampoule (Major)","consumables.dread-ampoule-major.description":"Item 17, 3000 gp, light. A murky gas that clouds the mind: 4d6 mental damage and 4 mental splash; on a hit the target is frightened 1 (2 on a critical hit). +3 item bonus to the attack roll.","consumables.frost-vial-lesser.name":"Frost Vial (Lesser)","consumables.frost-vial-lesser.description":"Item 1, 3 gp, light. Reagents that drink in heat: 1d6 cold damage and 1 cold splash; on a hit a -5-foot status penalty to the target's Speeds until the end of its next turn.","consumables.frost-vial-moderate.name":"Frost Vial (Moderate)","consumables.frost-vial-moderate.description":"Item 3, 10 gp, light. Reagents that drink in heat: 2d6 cold damage and 2 cold splash; on a hit a -10-foot status penalty to the target's Speeds until the end of its next turn. +1 item bonus to the attack roll.","consumables.frost-vial-greater.name":"Frost Vial (Greater)","consumables.frost-vial-greater.description":"Item 11, 250 gp, light. Reagents that drink in heat: 3d6 cold damage and 3 cold splash; on a hit a -10-foot status penalty to the target's Speeds until the end of its next turn. +2 item bonus to the attack roll.","consumables.frost-vial-major.name":"Frost Vial (Major)","consumables.frost-vial-major.description":"Item 17, 2500 gp, light. Reagents that drink in heat: 4d6 cold damage and 4 cold splash; on a hit a -15-foot status penalty to the target's Speeds until the end of its next turn. +3 item bonus to the attack roll.","consumables.ghost-charge-lesser.name":"Ghost Charge (Lesser)","consumables.ghost-charge-lesser.description":"Item 1, 3 gp, light. A canister of salts that harms undead (and creatures with void healing): 1d8 vitality damage and 1 vitality splash; a primary target it damages is enfeebled 1 until the start of your next turn. It bursts even against spirits.","consumables.ghost-charge-moderate.name":"Ghost Charge (Moderate)","consumables.ghost-charge-moderate.description":"Item 3, 10 gp, light. A canister of salts that harms undead (and creatures with void healing): 2d8 vitality damage and 2 vitality splash; a primary target it damages is enfeebled 1 until the start of your next turn. It bursts even against spirits. +1 item bonus to the attack roll.","consumables.ghost-charge-greater.name":"Ghost Charge (Greater)","consumables.ghost-charge-greater.description":"Item 11, 250 gp, light. A canister of salts that harms undead (and creatures with void healing): 3d8 vitality damage and 3 vitality splash; a primary target it damages is enfeebled 2 until the start of your next turn. It bursts even against spirits. +2 item bonus to the attack roll.","consumables.ghost-charge-major.name":"Ghost Charge (Major)","consumables.ghost-charge-major.description":"Item 17, 2500 gp, light. A canister of salts that harms undead (and creatures with void healing): 4d8 vitality damage and 4 vitality splash; a primary target it damages is enfeebled 2 until the start of your next turn. It bursts even against spirits. +3 item bonus to the attack roll.","consumables.glue-bomb-lesser.name":"Glue Bomb (Lesser)","consumables.glue-bomb-lesser.description":"Item 1, 3 gp, light. A harmless burst of sticky glue: on a hit a -10-foot status penalty to the target's Speeds for 1 minute; on a critical hit, a target touching a surface is stuck and immobilized for 1 round (Escape DC 17).","consumables.glue-bomb-moderate.name":"Glue Bomb (Moderate)","consumables.glue-bomb-moderate.description":"Item 3, 10 gp, light. A harmless burst of sticky glue: on a hit a -15-foot status penalty to the target's Speeds for 1 minute; on a critical hit, a target touching a surface is stuck and immobilized for 1 round (Escape DC 19). +1 item bonus to the attack roll.","consumables.glue-bomb-greater.name":"Glue Bomb (Greater)","consumables.glue-bomb-greater.description":"Item 11, 250 gp, light. A harmless burst of sticky glue: on a hit a -15-foot status penalty to the target's Speeds for 1 minute; on a critical hit, a target touching a surface is stuck and immobilized for 1 round (Escape DC 28). +2 item bonus to the attack roll.","consumables.glue-bomb-major.name":"Glue Bomb (Major)","consumables.glue-bomb-major.description":"Item 17, 2500 gp, light. A harmless burst of sticky glue: on a hit a -20-foot status penalty to the target's Speeds for 1 minute; on a critical hit, a target touching a surface is stuck and immobilized for 1 round (Escape DC 37). +3 item bonus to the attack roll.","consumables.crystal-shards-moderate.name":"Crystal Shards (Moderate)","consumables.crystal-shards-moderate.description":"Item 4, 16 gp, light. A pressurized gas that turns into flying crystals: 2d4 piercing damage and 4 piercing splash; a hit also deals 1 persistent bleed damage and, while it bleeds, a -5-foot penalty to its Speed (an Interact pulls the crystals out, easing the bleeding). +1 item bonus to the attack roll.","consumables.crystal-shards-greater.name":"Crystal Shards (Greater)","consumables.crystal-shards-greater.description":"Item 12, 350 gp, light. A pressurized gas that turns into flying crystals: 3d4 piercing damage and 5 piercing splash; a hit also deals 1 persistent bleed damage and, while it bleeds, a -5-foot penalty to its Speed (an Interact pulls the crystals out, easing the bleeding). +2 item bonus to the attack roll.","consumables.crystal-shards-major.name":"Crystal Shards (Major)","consumables.crystal-shards-major.description":"Item 18, 4000 gp, light. A pressurized gas that turns into flying crystals: 4d4 piercing damage and 6 piercing splash; a hit also deals 1 persistent bleed damage and, while it bleeds, a -5-foot penalty to its Speed (an Interact pulls the crystals out, easing the bleeding). +3 item bonus to the attack roll.","consumables.bestial-mutagen-lesser.name":"Bestial Mutagen (Lesser)","consumables.bestial-mutagen-lesser.description":"Item 1, 4 gp, light. Your features turn bestial. Benefit: a +1 item bonus to Athletics checks and unarmed attack rolls, and claw (agile, 1d4 slashing) and jaws (1d6 piercing) unarmed attacks that striking runes don't change. Drawback: a -2 penalty to Reflex saves, Acrobatics and Stealth, and -1 to AC. Duration 1 minute.","consumables.bestial-mutagen-moderate.name":"Bestial Mutagen (Moderate)","consumables.bestial-mutagen-moderate.description":"Item 3, 12 gp, light. Your features turn bestial. Benefit: a +2 item bonus to Athletics checks and unarmed attack rolls, and claw (agile, 2d6 slashing) and jaws (2d8 piercing) unarmed attacks that striking runes don't change. Drawback: a -2 penalty to Reflex saves, Acrobatics and Stealth, and -1 to AC. Duration 10 minutes.","consumables.bestial-mutagen-greater.name":"Bestial Mutagen (Greater)","consumables.bestial-mutagen-greater.description":"Item 11, 300 gp, light. Your features turn bestial. Benefit: a +3 item bonus to Athletics checks and unarmed attack rolls, and claw (agile, 3d8 slashing) and jaws (3d10 piercing) unarmed attacks that striking runes don't change. Drawback: a -2 penalty to Reflex saves, Acrobatics and Stealth, and -1 to AC. Duration 1 hour.","consumables.bestial-mutagen-major.name":"Bestial Mutagen (Major)","consumables.bestial-mutagen-major.description":"Item 17, 3000 gp, light. Your features turn bestial. Benefit: a +4 item bonus to Athletics checks and unarmed attack rolls, and claw (agile, 4d8 slashing) and jaws (4d10 piercing) unarmed attacks that striking runes don't change. Drawback: a -2 penalty to Reflex saves, Acrobatics and Stealth, and -1 to AC. Duration 1 hour.","consumables.cognitive-mutagen-lesser.name":"Cognitive Mutagen (Lesser)","consumables.cognitive-mutagen-lesser.description":"Item 1, 4 gp, light. Your mind clears, but the physical seems distant. Benefit: a +1 item bonus to Arcana, Crafting, Lore, Occultism and Society checks and all Recall Knowledge, whose critical failures become failures. Drawback: a -2 penalty to weapon and unarmed attack rolls, Athletics and Acrobatics. Duration 1 minute.","consumables.cognitive-mutagen-moderate.name":"Cognitive Mutagen (Moderate)","consumables.cognitive-mutagen-moderate.description":"Item 3, 12 gp, light. Your mind clears, but the physical seems distant. Benefit: a +2 item bonus to Arcana, Crafting, Lore, Occultism and Society checks and all Recall Knowledge, whose critical failures become failures. Drawback: a -2 penalty to weapon and unarmed attack rolls, Athletics and Acrobatics. Duration 10 minutes.","consumables.cognitive-mutagen-greater.name":"Cognitive Mutagen (Greater)","consumables.cognitive-mutagen-greater.description":"Item 11, 300 gp, light. Your mind clears, but the physical seems distant. Benefit: a +3 item bonus to Arcana, Crafting, Lore, Occultism and Society checks and all Recall Knowledge, whose critical failures become failures. Drawback: a -2 penalty to weapon and unarmed attack rolls, Athletics and Acrobatics. Duration 1 hour.","consumables.cognitive-mutagen-major.name":"Cognitive Mutagen (Major)","consumables.cognitive-mutagen-major.description":"Item 17, 3000 gp, light. Your mind clears, but the physical seems distant. Benefit: a +4 item bonus to Arcana, Crafting, Lore, Occultism and Society checks and all Recall Knowledge, whose critical failures become failures. Drawback: a -2 penalty to weapon and unarmed attack rolls, Athletics and Acrobatics. Duration 1 hour.","consumables.juggernaut-mutagen-lesser.name":"Juggernaut Mutagen (Lesser)","consumables.juggernaut-mutagen-lesser.description":"Item 1, 4 gp, light. Your body grows sturdy and ponderous. Benefit: a +1 item bonus to Fortitude saves and 5 temporary Hit Points, regained whenever you've been at full Hit Points for a minute. Drawback: a -2 penalty to Will saves, Perception and initiative. Duration 1 minute.","consumables.juggernaut-mutagen-moderate.name":"Juggernaut Mutagen (Moderate)","consumables.juggernaut-mutagen-moderate.description":"Item 3, 12 gp, light. Your body grows sturdy and ponderous. Benefit: a +2 item bonus to Fortitude saves and 10 temporary Hit Points, regained whenever you've been at full Hit Points for a minute. Drawback: a -2 penalty to Will saves, Perception and initiative. Duration 10 minutes.","consumables.juggernaut-mutagen-greater.name":"Juggernaut Mutagen (Greater)","consumables.juggernaut-mutagen-greater.description":"Item 11, 300 gp, light. Your body grows sturdy and ponderous. Benefit: a +3 item bonus to Fortitude saves and 30 temporary Hit Points, regained whenever you've been at full Hit Points for a minute. Drawback: a -2 penalty to Will saves, Perception and initiative. Duration 1 hour.","consumables.juggernaut-mutagen-major.name":"Juggernaut Mutagen (Major)","consumables.juggernaut-mutagen-major.description":"Item 17, 3000 gp, light. Your body grows sturdy and ponderous. Benefit: a +4 item bonus to Fortitude saves and 45 temporary Hit Points, regained whenever you've been at full Hit Points for a minute. Drawback: a -2 penalty to Will saves, Perception and initiative. Duration 1 hour.","consumables.quicksilver-mutagen-lesser.name":"Quicksilver Mutagen (Lesser)","consumables.quicksilver-mutagen-lesser.description":"Item 1, 4 gp, light. You grow swift and nimble, but fragile. Benefit: a +1 item bonus to Acrobatics, Stealth, Thievery, Reflex saves and Dexterity-based attack rolls, and a +5-foot status bonus to Speed. Drawback: you take damage equal to twice your level, which nothing heals while it lasts. Duration 1 minute.","consumables.quicksilver-mutagen-moderate.name":"Quicksilver Mutagen (Moderate)","consumables.quicksilver-mutagen-moderate.description":"Item 3, 12 gp, light. You grow swift and nimble, but fragile. Benefit: a +2 item bonus to Acrobatics, Stealth, Thievery, Reflex saves and Dexterity-based attack rolls, and a +10-foot status bonus to Speed. Drawback: you take damage equal to twice your level, which nothing heals while it lasts. Duration 10 minutes.","consumables.quicksilver-mutagen-greater.name":"Quicksilver Mutagen (Greater)","consumables.quicksilver-mutagen-greater.description":"Item 11, 300 gp, light. You grow swift and nimble, but fragile. Benefit: a +3 item bonus to Acrobatics, Stealth, Thievery, Reflex saves and Dexterity-based attack rolls, and a +15-foot status bonus to Speed. Drawback: you take damage equal to twice your level, which nothing heals while it lasts. Duration 1 hour.","consumables.quicksilver-mutagen-major.name":"Quicksilver Mutagen (Major)","consumables.quicksilver-mutagen-major.description":"Item 17, 3000 gp, light. You grow swift and nimble, but fragile. Benefit: a +4 item bonus to Acrobatics, Stealth, Thievery, Reflex saves and Dexterity-based attack rolls, and a +20-foot status bonus to Speed. Drawback: you take damage equal to twice your level, which nothing heals while it lasts. Duration 1 hour.","consumables.serene-mutagen-lesser.name":"Serene Mutagen (Lesser)","consumables.serene-mutagen-lesser.description":"Item 1, 4 gp, light. You find inner calm but recoil from violence. Benefit: a +1 item bonus to Will saves and to Perception, Medicine, Nature, Religion and Survival (+1 more on Will saves against mental effects). Drawback: a -1 penalty to attack rolls and offensive spells' DCs, and -1 per damage die to weapon, unarmed and spell damage. Duration 1 minute.","consumables.serene-mutagen-moderate.name":"Serene Mutagen (Moderate)","consumables.serene-mutagen-moderate.description":"Item 3, 12 gp, light. You find inner calm but recoil from violence. Benefit: a +2 item bonus to Will saves and to Perception, Medicine, Nature, Religion and Survival (+1 more on Will saves against mental effects). Drawback: a -1 penalty to attack rolls and offensive spells' DCs, and -1 per damage die to weapon, unarmed and spell damage. Duration 10 minutes.","consumables.serene-mutagen-greater.name":"Serene Mutagen (Greater)","consumables.serene-mutagen-greater.description":"Item 11, 300 gp, light. You find inner calm but recoil from violence. Benefit: a +3 item bonus to Will saves and to Perception, Medicine, Nature, Religion and Survival (+1 more on Will saves against mental effects). Drawback: a -1 penalty to attack rolls and offensive spells' DCs, and -1 per damage die to weapon, unarmed and spell damage. Duration 1 hour.","consumables.serene-mutagen-major.name":"Serene Mutagen (Major)","consumables.serene-mutagen-major.description":"Item 17, 3000 gp, light. You find inner calm but recoil from violence. Benefit: a +4 item bonus to Will saves and to Perception, Medicine, Nature, Religion and Survival (+1 more on Will saves against mental effects). Drawback: a -1 penalty to attack rolls and offensive spells' DCs, and -1 per damage die to weapon, unarmed and spell damage. Duration 1 hour.","consumables.silvertongue-mutagen-lesser.name":"Silvertongue Mutagen (Lesser)","consumables.silvertongue-mutagen-lesser.description":"Item 1, 4 gp, light. Your face turns striking and your voice commanding, though emotion clouds your reason. Benefit: a +1 item bonus to Deception, Diplomacy, Intimidation and Performance, whose critical failures become failures. Drawback: a -2 penalty to Arcana, Crafting, Lore, Occultism and Society, whose critical successes become successes. Duration 1 minute.","consumables.silvertongue-mutagen-moderate.name":"Silvertongue Mutagen (Moderate)","consumables.silvertongue-mutagen-moderate.description":"Item 3, 12 gp, light. Your face turns striking and your voice commanding, though emotion clouds your reason. Benefit: a +2 item bonus to Deception, Diplomacy, Intimidation and Performance, whose critical failures become failures. Drawback: a -2 penalty to Arcana, Crafting, Lore, Occultism and Society, whose critical successes become successes. Duration 10 minutes.","consumables.silvertongue-mutagen-greater.name":"Silvertongue Mutagen (Greater)","consumables.silvertongue-mutagen-greater.description":"Item 11, 300 gp, light. Your face turns striking and your voice commanding, though emotion clouds your reason. Benefit: a +3 item bonus to Deception, Diplomacy, Intimidation and Performance, whose critical failures become failures. Drawback: a -2 penalty to Arcana, Crafting, Lore, Occultism and Society, whose critical successes become successes. Duration 1 hour.","consumables.silvertongue-mutagen-major.name":"Silvertongue Mutagen (Major)","consumables.silvertongue-mutagen-major.description":"Item 17, 3000 gp, light. Your face turns striking and your voice commanding, though emotion clouds your reason. Benefit: a +4 item bonus to Deception, Diplomacy, Intimidation and Performance, whose critical failures become failures. Drawback: a -2 penalty to Arcana, Crafting, Lore, Occultism and Society, whose critical successes become successes. Duration 1 hour.","consumables.drakeheart-mutagen-lesser.name":"Drakeheart Mutagen (Lesser)","consumables.drakeheart-mutagen-lesser.description":"Item 1, 4 gp, light. Your heart beats like a dragon's. Benefit: a +4 item bonus to AC and +1 to Perception, and Final Surge (one action: Stride twice, ending the mutagen). Drawback: a -1 penalty to Will and Reflex saves and Recall Knowledge. Duration 1 minute.","consumables.drakeheart-mutagen-moderate.name":"Drakeheart Mutagen (Moderate)","consumables.drakeheart-mutagen-moderate.description":"Item 3, 12 gp, light. Your heart beats like a dragon's. Benefit: a +5 item bonus to AC and +2 to Perception, and Final Surge (one action: Stride twice, ending the mutagen). Drawback: a -1 penalty to Will and Reflex saves and Recall Knowledge. Duration 10 minutes.","consumables.drakeheart-mutagen-greater.name":"Drakeheart Mutagen (Greater)","consumables.drakeheart-mutagen-greater.description":"Item 11, 300 gp, light. Your heart beats like a dragon's. Benefit: a +6 item bonus to AC and +3 to Perception, and Final Surge (one action: Stride twice, ending the mutagen). Drawback: a -1 penalty to Will and Reflex saves and Recall Knowledge. Duration 1 hour.","consumables.drakeheart-mutagen-major.name":"Drakeheart Mutagen (Major)","consumables.drakeheart-mutagen-major.description":"Item 17, 3000 gp, light. Your heart beats like a dragon's. Benefit: a +7 item bonus to AC and +4 to Perception, and Final Surge (one action: Stride twice, ending the mutagen). Drawback: a -1 penalty to Will and Reflex saves and Recall Knowledge. Duration 1 hour.","consumables.cheetahs-elixir-lesser.name":"Cheetah's Elixir (Lesser)","consumables.cheetahs-elixir-lesser.description":"Item 1, 3 gp, light. A +5-foot status bonus to your Speed for 1 minute.","consumables.cheetahs-elixir-moderate.name":"Cheetah's Elixir (Moderate)","consumables.cheetahs-elixir-moderate.description":"Item 5, 25 gp, light. A +10-foot status bonus to your Speed for 10 minutes.","consumables.cheetahs-elixir-greater.name":"Cheetah's Elixir (Greater)","consumables.cheetahs-elixir-greater.description":"Item 9, 110 gp, light. A +10-foot status bonus to your Speed for 1 hour.","consumables.eagle-eye-elixir-lesser.name":"Eagle-Eye Elixir (Lesser)","consumables.eagle-eye-elixir-lesser.description":"Item 1, 4 gp, light. A +1 item bonus to Perception checks for 1 hour (+2 to find secret doors and traps).","consumables.eagle-eye-elixir-moderate.name":"Eagle-Eye Elixir (Moderate)","consumables.eagle-eye-elixir-moderate.description":"Item 5, 27 gp, light. A +2 item bonus to Perception checks for 1 hour (+3 to find secret doors and traps).","consumables.eagle-eye-elixir-greater.name":"Eagle-Eye Elixir (Greater)","consumables.eagle-eye-elixir-greater.description":"Item 10, 200 gp, light. A +3 item bonus to Perception checks for 1 hour (+4 to find secret doors and traps).","consumables.eagle-eye-elixir-major.name":"Eagle-Eye Elixir (Major)","consumables.eagle-eye-elixir-major.description":"Item 16, 2000 gp, light. A +3 item bonus to Perception checks for 1 hour (+4 to find secret doors and traps). Within 10 feet of a secret door or trap, the GM rolls a secret check for you to find it.","consumables.darkvision-elixir-lesser.name":"Darkvision Elixir (Lesser)","consumables.darkvision-elixir-lesser.description":"Item 2, 6 gp, light. You gain darkvision for 10 minutes.","consumables.darkvision-elixir-moderate.name":"Darkvision Elixir (Moderate)","consumables.darkvision-elixir-moderate.description":"Item 4, 11 gp, light. You gain darkvision for 1 hour.","consumables.darkvision-elixir-greater.name":"Darkvision Elixir (Greater)","consumables.darkvision-elixir-greater.description":"Item 8, 90 gp, light. You gain darkvision for 24 hours.","consumables.arsenic.name":"Arsenic","consumables.arsenic.description":"Item 1, 3 gp, light; ingested. A compound of arsenic; while affected you can't reduce your sickened condition. Fortitude DC 18; onset 10 minutes; maximum duration 5 minutes. Stage 1: 1d4 poison and sickened 1 (1 minute); stage 2: 1d6 poison and sickened 2 (1 minute); stage 3: 1d8 poison and sickened 3 (1 minute).","consumables.belladonna.name":"Belladonna","consumables.belladonna.description":"Item 2, 5 gp, light; ingested. Deadly nightshade. Fortitude DC 19; onset 10 minutes; maximum duration 30 minutes. Stage 1: dazzled (10 minutes); stage 2: 1d6 poison and sickened 1 (10 minutes); stage 3: 1d6 poison, confused and sickened 1 (1 minute).","consumables.black-adder-venom.name":"Black Adder Venom","consumables.black-adder-venom.description":"Item 2, 6 gp, light; injury. Fortitude DC 18; maximum duration 3 rounds. Stage 1: 1d4 poison (1 round); stage 2: 1d6 poison (1 round); stage 3: 1d8 poison (1 round).","consumables.giant-centipede-venom.name":"Giant Centipede Venom","consumables.giant-centipede-venom.description":"Item 1, 4 gp, light; injury. Stiffens muscles and saps strength. Fortitude DC 17; maximum duration 6 rounds. Stage 1: 1d4 poison (1 round); stage 2: 1d4 poison and fatigued (1 round); stage 3: 1d4 poison, clumsy 1 and fatigued (1 round).","consumables.lethargy-poison.name":"Lethargy Poison","consumables.lethargy-poison.description":"Item 2, 7 gp, light; injury. Puts victims to sleep for capture; further exposure needs no new save, but a failed save against an ongoing exposure advances it. Fortitude DC 18; onset 1 round; maximum duration 4 hours. Stage 1: slowed 1 (1 round); stage 2: slowed 1 (1 minute); stage 3: unconscious with no Perception check to wake (1 round); stage 4: unconscious with no Perception check to wake (1d4 hours).","consumables.cytillesh-oil.name":"Cytillesh Oil","consumables.cytillesh-oil.description":"Item 3, 10 gp, light; injury. Fortitude DC 19; maximum duration 4 rounds. Stage 1: 1d8 poison (1 round); stage 2: 1d10 poison (1 round); stage 3: 2d8 poison (1 round).","consumables.graveroot.name":"Graveroot","consumables.graveroot.description":"Item 3, 10 gp, light; injury. A sap that clouds the mind. Fortitude DC 19; maximum duration 4 rounds. Stage 1: 1d8 poison (1 round); stage 2: 1d10 poison and stupefied 1 (1 round); stage 3: 2d6 poison and stupefied 2 (1 round).","consumables.fearflower-nectar.name":"Fearflower Nectar","consumables.fearflower-nectar.description":"Item 4, 16 gp, light; injury. Causes panic. Fortitude DC 21; maximum duration 6 rounds. Stage 1: 1d6 poison and frightened 1 (1 round); stage 2: 1d6 poison and frightened 2 (1 round); stage 3: 1d6 poison and frightened 3 (1 round).","consumables.leadenleg.name":"Leadenleg","consumables.leadenleg.description":"Item 4, 15 gp, light; injury. Numbs the limbs. Fortitude DC 20; maximum duration 6 rounds. Stage 1: 1d10 poison and a -5-foot status penalty to Speeds (1 round); stage 2: 2d6 poison and -10 feet (1 round); stage 3: 2d6 poison and -20 feet (1 round).","consumables.spider-venom.name":"Spider Venom","consumables.spider-venom.description":"Item 5, 25 gp, light; injury. Erodes a target's defenses. Fortitude DC 22; maximum duration 6 rounds. Stage 1: 1d10 poison and sickened 1 (1 round); stage 2: 1d12 poison, clumsy 1 and sickened 2 (1 round); stage 3: 2d6 poison, clumsy 2 and sickened 3 (1 round).","consumables.giant-scorpion-venom.name":"Giant Scorpion Venom","consumables.giant-scorpion-venom.description":"Item 6, 40 gp, light; injury. Fortitude DC 22; maximum duration 6 rounds. Stage 1: 2d6 poison and enfeebled 1 (1 round); stage 2: 2d8 poison and enfeebled 1 (1 round); stage 3: 2d10 poison and enfeebled 2 (1 round).","consumables.tangle-root-toxin.name":"Tangle Root Toxin","consumables.tangle-root-toxin.description":"Item 7, 55 gp, light; contact. Fortitude DC 26; onset 1 minute; maximum duration 6 minutes. Stage 1: clumsy 1 and a -10-foot status penalty to Speeds (1 minute); stage 2: clumsy 2 and -20 feet (1 minute); stage 3: clumsy 3, off-guard and -30 feet (1 minute).","consumables.nettleweed-residue.name":"Nettleweed Residue","consumables.nettleweed-residue.description":"Item 8, 75 gp, light; contact. Fortitude DC 27; onset 1 minute; maximum duration 6 minutes. Stage 1: 3d6 poison (1 minute); stage 2: 4d6 poison (1 minute); stage 3: 6d6 poison (1 minute).","consumables.wyvern-poison.name":"Wyvern Poison","consumables.wyvern-poison.description":"Item 8, 80 gp, light; injury. Fortitude DC 26; maximum duration 6 rounds. Stage 1: 3d6 poison (1 round); stage 2: 3d8 poison (1 round); stage 3: 3d10 poison (1 round).","consumables.enervating-powder.name":"Enervating Powder","consumables.enervating-powder.description":"Item 9, 110 gp, light; inhaled. Fortitude DC 28; onset 10 minutes; maximum duration 6 minutes. Stage 1: fatigued (1 minute); stage 2: 5d6 poison and fatigued (1 minute); stage 3: 6d6 poison, fatigued and paralyzed (1 minute).","consumables.spider-root.name":"Spider Root","consumables.spider-root.description":"Item 9, 110 gp, light; contact. Fortitude DC 28; onset 1 minute; maximum duration 6 minutes. Stage 1: 3d6 poison and clumsy 1 (1 minute); stage 2: 4d6 poison and clumsy 2 (1 minute); stage 3: 6d6 poison and clumsy 3 (1 minute).","consumables.nethershade.name":"Nethershade","consumables.nethershade.description":"Item 10, 160 gp, light; injury. Its enfeebled lasts 24 hours. Fortitude DC 29; maximum duration 6 rounds. Stage 1: 2d6 void and 2d6 poison (1 round); stage 2: 3d6 void, 2d6 poison and enfeebled 1 (1 round); stage 3: 3d6 void, 3d6 poison and enfeebled 2 (1 round).","consumables.wolfsbane.name":"Wolfsbane","consumables.wolfsbane.description":"Item 10, 155 gp, light; ingested. Surviving stage 3 cures a werecreature's curse. Fortitude DC 30; onset 10 minutes; maximum duration 6 minutes. Stage 1: 3d10 poison (1 minute); stage 2: 4d10 poison (1 minute); stage 3: 5d10 poison (1 minute).","consumables.blightburn-resin.name":"Blightburn Resin","consumables.blightburn-resin.description":"Item 11, 225 gp, light; contact. Fortitude DC 30; onset 1 minute; maximum duration 6 rounds. Stage 1: 6d6 poison (1 round); stage 2: 7d6 poison (1 round); stage 3: 9d6 poison (1 round).","consumables.cave-worm-venom.name":"Cave Worm Venom","consumables.cave-worm-venom.description":"Item 12, 500 gp, light; injury. Fortitude DC 32; maximum duration 6 rounds. Stage 1: 5d6 poison and enfeebled 2 (1 round); stage 2: 6d6 poison and enfeebled 2 (1 round); stage 3: 8d6 poison and enfeebled 2 (1 round).","consumables.slumber-wine.name":"Slumber Wine","consumables.slumber-wine.description":"Item 12, 325 gp, light; ingested. Its sleepers can't be woken, need no food or drink, and seem freshly dead (DC 40 Medicine to tell). Fortitude DC 32; onset 1 hour; maximum duration 7 days. Stage 1: unconscious (1 day); stage 2: unconscious (2 days); stage 3: unconscious (3 days).","consumables.deathcap-powder.name":"Deathcap Powder","consumables.deathcap-powder.description":"Item 13, 450 gp, light; ingested. Fortitude DC 33; onset 10 minutes; maximum duration 6 minutes. Stage 1: 7d8 poison (1 minute); stage 2: 9d6 poison and sickened 2 (1 minute); stage 3: 8d10 poison and sickened 3 (1 minute).","consumables.mindfog-mist.name":"Mindfog Mist","consumables.mindfog-mist.description":"Item 15, 1,000 gp, light; inhaled. Fortitude DC 35; onset 1 round; maximum duration 6 rounds. Stage 1: stupefied 2 (1 round); stage 2: confused and stupefied 3 (1 round); stage 3: confused and stupefied 4 (1 round).","consumables.brimstone-fumes.name":"Brimstone Fumes","consumables.brimstone-fumes.description":"Item 16, 1,500 gp, light; inhaled. Fortitude DC 36; onset 1 round; maximum duration 6 rounds. Stage 1: 7d8 poison and enfeebled 1 (1 round); stage 2: 8d8 poison and enfeebled 2 (1 round); stage 3: 10d8 poison and enfeebled 3 (1 round).","consumables.cerulean-scourge.name":"Cerulean Scourge","consumables.cerulean-scourge.description":"Item 16, 1,450 gp, light; injury. Fortitude DC 37; maximum duration 6 rounds. Stage 1: 10d6 poison (1 round); stage 2: 12d6 poison (1 round); stage 3: 14d6 poison (1 round).","consumables.hemlock.name":"Hemlock","consumables.hemlock.description":"Item 17, 2,250 gp, light; ingested. Fortitude DC 38; onset 30 minutes; maximum duration 60 minutes. Stage 1: 16d6 poison and enfeebled 2 (10 minutes); stage 2: 17d6 poison and enfeebled 3 (10 minutes); stage 3: 18d6 poison and enfeebled 4 (10 minutes).","consumables.kings-sleep.name":"King's Sleep","consumables.kings-sleep.description":"Item 18, 4,000 gp, light; ingested. A slow poison passing as illness; its drained adds up and can't be removed while it lasts. Fortitude DC 41; onset 1 day. Stage 1: drained 1 (1 day); stage 2: drained 1 (1 day); stage 3: drained 2 (1 day).","consumables.black-lotus-extract.name":"Black Lotus Extract","consumables.black-lotus-extract.description":"Item 19, 6,500 gp, light; contact. Fortitude DC 42; onset 1 minute; maximum duration 6 rounds. Stage 1: 13d6 poison and drained 1 (1 round); stage 2: 15d6 poison and drained 1 (1 round); stage 3: 17d6 poison and drained 2 (1 round).","consumables.tears-of-death.name":"Tears of Death","consumables.tears-of-death.description":"Item 20, 12,000 gp, light; contact. Fortitude DC 44; onset 1 minute; maximum duration 10 minutes. Stage 1: 20d6 poison and paralyzed (1 round); stage 2: 22d6 poison and paralyzed (1 minute); stage 3: 24d6 poison and paralyzed (1 minute).","classes.alchemist.name":"Alchemist","classes.alchemist.description":"A scholar of alchemy who brews bombs, elixirs, mutagens and poisons. Key attribute: Intelligence. 8 Hit Points plus Constitution per level. Trained in Perception and Will, expert in Fortitude and Reflex; trained in simple weapons, alchemical bombs and unarmed attacks; trained in light and medium armor and unarmored defense; trained in the alchemist class DC. Trained in Crafting and 3 more skills plus Intelligence. You gain Alchemical Crafting, a formula book, advanced alchemy (4 + Intelligence infused items each day), versatile vials (2 + Intelligence) and Quick Alchemy.","classes.alchemist.choices.research-field.prompt":"Research field","classes.alchemist.choices.skills.prompt":"Trained skills (3 plus Intelligence)","classes.alchemist.choices.formulas.prompt":"Formulas (2 for your book and 4 from Alchemical Crafting, common 1st-level)","classes.alchemist.choices.new-formulas.prompt":"New formulas (level {slot})","classes.alchemist.choices.class-feat.prompt":"Alchemist feat (level {slot})","classes.alchemist.choices.skill-feat.prompt":"Skill feat (level {slot})","classes.alchemist.fields.bomber.name":"Bomber","classes.alchemist.fields.bomber.description":"You specialize in explosions. Formulas: two common 1st-level bombs. Field benefit: a splash bomb's splash can hit only the primary target. Field vials: a versatile vial can deal cold, electricity or fire damage instead of acid. Field discovery (5th): a splash bomb can deal splash damage equal to your Intelligence modifier (at least 1). Advanced vials (11th): a vial can count as adamantine, cold iron or dawnsilver. Greater field discovery (13th): your splash can reach 10 feet (15 with Expanded Splash).","classes.alchemist.fields.bomber.choices.formulas.prompt":"Bomber formulas (two)","classes.alchemist.fields.chirurgeon.name":"Chirurgeon","classes.alchemist.fields.chirurgeon.description":"You heal with alchemy. Formulas: two common 1st-level healing elixirs. Field benefit: your Crafting rank counts for Medicine prerequisites and you use your Crafting modifier for Medicine checks. Field vials: a vial can heal a living creature by its initial damage (drunk, or thrown to a willing creature within 20 feet as an Interact). Field discovery (5th): a creature drinking a healing elixir you infused gains temporary Hit Points equal to your Intelligence modifier for 1 minute. Advanced vials (11th): healing a creature at half its Hit Points or fewer ignores the coagulant trait. Greater field discovery (13th): an elixir of life from Quick Alchemy heals its maximum.","classes.alchemist.fields.chirurgeon.choices.formulas.prompt":"Chirurgeon formulas (two)","classes.alchemist.fields.mutagenist.name":"Mutagenist","classes.alchemist.fields.mutagenist.description":"You focus on mutagens. Formulas: two common 1st-level mutagens. Field benefit: using a mutagen gives you temporary Hit Points equal to your Intelligence modifier + half your level for 1 minute (once a minute). Field vials: drinking a vial suppresses one mutagen's drawback for 1 minute. Field discovery (5th): affected by a mutagen, you can end it to reroll a Fortitude save (fortune). Advanced vials (11th): that vial also gives resistance to physical damage of half your level. Greater field discovery (13th): you can benefit from two mutagens at once.","classes.alchemist.fields.mutagenist.choices.formulas.prompt":"Mutagenist formulas (two)","classes.alchemist.fields.toxicologist.name":"Toxicologist","classes.alchemist.fields.toxicologist.description":"You specialize in poisons. Formulas: two common 1st-level poisons. Field benefit: you apply an injury poison to a held weapon or ammunition as one action, and your infused poisons can harm creatures immune to poison (with acid damage when that's worse for them). Field vials: your vials deal poison damage, and can be applied as an injury poison adding their initial damage to the weapon's next hit this turn. Field discovery (5th): poison resistance equal to half your level. Advanced vials (11th): that vial poison also deals persistent poison damage equal to its splash. Greater field discovery (13th): a creature failing its first save against your infused injury poison sprays it onto an adjacent creature.","classes.alchemist.fields.toxicologist.choices.formulas.prompt":"Toxicologist formulas (two)","features.alchemist.alchemy.name":"Alchemy","features.alchemist.alchemy.description":"You know Alchemical Crafting and identify the alchemical items whose formulas you have. Formula book: two common 1st-level formulas, those of Alchemical Crafting and your field, and two more each level. Advanced alchemy: during daily preparations you make 4 + your Intelligence modifier infused consumables of your level or lower from your book, free. Versatile vials: during daily preparations you make 2 + your Intelligence modifier vials (the maximum), regaining 2 every 10 minutes of exploration; one thrown is a bomb (1d6 acid damage and 1 acid splash, 2d6 and 2 at 3rd level, 3d6 and 3 at 11th, 4d6 and 4 at 17th). Quick Alchemy (one action, with an alchemist's toolkit and a free hand): spend a vial to make an alchemical consumable of your level or lower from your book, potent until the start of your next turn, or make a quick vial usable only this turn as a bomb or your field's vial.","features.alchemist.alchemy.actions.versatile-vial.name":"Versatile Vial (Strike)","features.alchemist.alchemy.actions.versatile-vial.description":"Throw a versatile vial as a bomb (a quick vial spends none).","features.alchemist.alchemy.actions.versatile-vial.params.quick.name":"A quick vial (Quick Alchemy)","features.alchemist.alchemy.actions.versatile-vial.params.damageType.name":"Damage type (bomber)","features.alchemist.alchemy.actions.versatile-vial.params.intSplash.name":"Splash of your Intelligence modifier (bomber, 5th)","features.alchemist.alchemy.actions.versatile-vial.params.ac.name":"Target's AC","features.alchemist.alchemy.actions.versatile-vial.params.attack.name":"Attack number this turn","features.alchemist.alchemy.actions.versatile-vial.participants.target.name":"Target","features.alchemist.alchemy.actions.healing-vial.name":"Healing Vial (chirurgeon)","features.alchemist.alchemy.actions.healing-vial.params.quick.name":"A quick vial (Quick Alchemy)","features.alchemist.alchemy.actions.healing-vial.participants.ally.name":"The creature healed","features.alchemist.alchemy.actions.healing-vial.results.healed.name":"Healed","features.alchemist.alchemy.actions.quick-alchemy.name":"Quick Alchemy","features.alchemist.alchemy.actions.quick-alchemy.steps.what.prompt":"Make what?","features.alchemist.alchemy.actions.quick-alchemy.options.consumable.name":"An item from your formula book (spends a vial)","features.alchemist.alchemy.actions.quick-alchemy.options.quick-vial.name":"A quick vial (usable this turn)","features.alchemist.alchemy.actions.quick-alchemy.steps.item.prompt":"The item","features.alchemist.alchemy.actions.quick-alchemy.results.made.name":"Made","features.alchemist.alchemy.actions.quick-alchemy.results.quick-vial.name":"A quick vial","features.alchemist.powerful-alchemy.name":"Powerful Alchemy","features.alchemist.powerful-alchemy.description":"An infused alchemical item you create that calls for a save can use your class DC instead.","features.alchemist.alchemical-weapon-expertise.name":"Alchemical Weapon Expertise","features.alchemist.alchemical-weapon-expertise.description":"Your proficiency ranks for simple weapons, alchemical bombs and unarmed attacks increase to expert.","features.alchemist.will-expertise.name":"Will Expertise","features.alchemist.will-expertise.description":"Your proficiency rank for Will saves increases to expert.","features.alchemist.alchemical-expertise.name":"Alchemical Expertise","features.alchemist.alchemical-expertise.description":"Your proficiency rank for the alchemist class DC increases to expert, and you regain three vials (not two) while exploring.","features.alchemist.double-brew.name":"Double Brew","features.alchemist.double-brew.description":"Quick Alchemy can make two items at once (two consumables spend two vials).","features.alchemist.perception-expertise.name":"Perception Expertise","features.alchemist.perception-expertise.description":"Your proficiency rank for Perception increases to expert.","features.alchemist.chemical-hardiness.name":"Chemical Hardiness","features.alchemist.chemical-hardiness.description":"Your proficiency rank for Fortitude saves increases to master, and a success on a Fortitude save is a critical success instead.","features.alchemist.medium-armor-expertise.name":"Medium Armor Expertise","features.alchemist.medium-armor-expertise.description":"Your proficiency ranks for light and medium armor and unarmored defense increase to expert.","features.alchemist.weapon-specialization.name":"Weapon Specialization","features.alchemist.weapon-specialization.description":"You deal 2 more damage with weapons and unarmed attacks in which you are an expert, 3 if a master, 4 if legendary.","features.alchemist.alchemical-weapon-mastery.name":"Alchemical Weapon Mastery","features.alchemist.alchemical-weapon-mastery.description":"Your proficiency ranks for simple weapons, alchemical bombs and unarmed attacks increase to master.","features.alchemist.explosion-dodger.name":"Explosion Dodger","features.alchemist.explosion-dodger.description":"Your proficiency rank for Reflex saves increases to master, and a success on a Reflex save is a critical success instead.","features.alchemist.abundant-vials.name":"Abundant Vials","features.alchemist.abundant-vials.description":"You're permanently quickened; the extra action can only make one quick vial with Quick Alchemy.","features.alchemist.alchemical-mastery.name":"Alchemical Mastery","features.alchemist.alchemical-mastery.description":"Your proficiency rank for the alchemist class DC increases to master.","features.alchemist.medium-armor-mastery.name":"Medium Armor Mastery","features.alchemist.medium-armor-mastery.description":"Your proficiency ranks for light and medium armor and unarmored defense increase to master.","feats.alchemist.alchemical-assessment.name":"Alchemical Assessment","feats.alchemist.alchemical-assessment.description":"You can Identify Alchemy on an alchemical item you hold with Crafting as a single action instead of 10 minutes.","feats.alchemist.alchemical-assessment.prerequisites.crafting":"Trained in Crafting","feats.alchemist.alchemical-familiar.name":"Alchemical Familiar","feats.alchemist.alchemical-familiar.description":"You create a familiar of alchemical stuff and your blood: it has the construct ability permanently (without tough, and not counting toward its abilities) and uses your Intelligence modifier for its Perception, Acrobatics and Stealth.","feats.alchemist.blowgun-poisoner.name":"Blowgun Poisoner","feats.alchemist.blowgun-poisoner.description":"Your blowgun Strikes deliver injury poisons even when resistance stops their damage; a critical hit with a poisoned dart makes the target's first save one degree worse (misfortune). A blowgun Strike while hidden or undetected needs a Stealth check against the target's Perception DC; on a success you're hidden instead of observed.","feats.alchemist.far-lobber.name":"Far Lobber","feats.alchemist.far-lobber.description":"Your alchemical bombs have a range increment of 30 feet instead of 20.","feats.alchemist.quick-bomber.name":"Quick Bomber","feats.alchemist.quick-bomber.description":"One action. You draw a bomb (or a versatile vial, or make one with Quick Alchemy) and Strike with it.","feats.alchemist.quick-bomber.actions.quick-bomber.name":"Quick Bomber","feats.alchemist.quick-bomber.actions.quick-bomber.steps.bomb.prompt":"Choose a bomb","feats.alchemist.soothing-vials.name":"Soothing Vials","feats.alchemist.soothing-vials.description":"A living creature under a mental effect that regains Hit Points from your vial can attempt a new Will save, with a +1 item bonus, to end one mental effect.","feats.alchemist.soothing-vials.prerequisites.field":"Chirurgeon research field","feats.alchemist.clotting-elixirs.name":"Clotting Elixirs","feats.alchemist.clotting-elixirs.description":"A living creature drinking a healing elixir you infused can attempt a DC 10 flat check to end persistent bleed damage.","feats.alchemist.improvise-admixture.name":"Improvise Admixture","feats.alchemist.improvise-admixture.description":"One action, once a day, with fewer than your maximum vials and an alchemist's toolkit. Attempt a Crafting check (usually a standard DC of your level). **Critical Success** Regain 3 vials. **Success** 2. **Failure** 1. **Critical Failure** None.","feats.alchemist.improvise-admixture.actions.improvise-admixture.name":"Improvise Admixture","feats.alchemist.improvise-admixture.actions.improvise-admixture.params.dc.name":"DC","feats.alchemist.pernicious-poison.name":"Pernicious Poison","feats.alchemist.pernicious-poison.description":"Additive: a poison you make deals poison damage equal to its level to a target that succeeds (not critically) at its first save.","feats.alchemist.revivifying-mutagen.name":"Revivifying Mutagen","feats.alchemist.revivifying-mutagen.description":"One action while a mutagen affects you: you regain 1d6 Hit Points per 2 levels, and the mutagen ends.","feats.alchemist.revivifying-mutagen.actions.revivifying-mutagen.name":"Revivifying Mutagen","feats.alchemist.revivifying-mutagen.actions.revivifying-mutagen.results.revived.name":"Revived","feats.alchemist.smoke-bomb.name":"Smoke Bomb","feats.alchemist.smoke-bomb.description":"Additive: a bomb also releases a 10-foot burst of smoke at a corner of the target's space for 1 minute; creatures in it are concealed, and others are concealed to them.","feats.alchemist.efficient-alchemy.name":"Efficient Alchemy","feats.alchemist.efficient-alchemy.description":"Advanced alchemy makes 6 + your Intelligence modifier items a day, and your downtime batches of alchemical consumables are twice as large.","feats.alchemist.enduring-alchemy.name":"Enduring Alchemy","feats.alchemist.enduring-alchemy.description":"A tool or elixir from Quick Alchemy stays potent until the end of your next turn.","feats.alchemist.healing-bomb.name":"Healing Bomb","feats.alchemist.healing-bomb.description":"Additive: you can throw an elixir of life at a creature within 20 feet (an Interact): it's affected as if it drank it, and each adjacent living creature regains as many Hit Points as the elixir's dice.","feats.alchemist.invigorating-elixir.name":"Invigorating Elixir","feats.alchemist.invigorating-elixir.description":"Additive: a healing elixir can be drunk even by one who otherwise couldn't (a sickened creature), and tries to counteract one effect making it clumsy, enfeebled, sickened or stupefied (counteract rank half your level rounded up, modifier your class DC - 10); then it's immune for 10 minutes.","feats.alchemist.regurgitate-mutagen.name":"Regurgitate Mutagen","feats.alchemist.regurgitate-mutagen.description":"One action while a mutagen affects you: a creature within 30 feet takes 1d6 acid damage per 2 levels (basic Reflex save against your class DC), and is sickened 1 on a failure (2 on a critical failure). The mutagen ends.","feats.alchemist.regurgitate-mutagen.actions.regurgitate-mutagen.name":"Regurgitate Mutagen","feats.alchemist.regurgitate-mutagen.actions.regurgitate-mutagen.results.spat.name":"Spat","feats.alchemist.tenacious-toxins.name":"Tenacious Toxins","feats.alchemist.tenacious-toxins.description":"Your poisons' maximum duration grows by their stage 1 interval, up to double.","feats.alchemist.combine-elixirs.name":"Combine Elixirs","feats.alchemist.combine-elixirs.description":"Additive: spend another vial to fold a second elixir of the same level or lower into one you make; drinking it gives both.","feats.alchemist.debilitating-bomb.name":"Debilitating Bomb","feats.alchemist.debilitating-bomb.description":"Additive: a bomb that hits also imposes, unless the target succeeds at a Fortitude save against your class DC, dazzled, deafened, off-guard or a -5-foot status penalty to Speeds until the start of your next turn.","feats.alchemist.directional-bombs.name":"Directional Bombs","feats.alchemist.directional-bombs.description":"A splash bomb's splash can be a 15-foot cone starting in the target's space instead (20 feet with Expanded Splash).","feats.alchemist.fortified-elixirs.name":"Fortified Elixirs","feats.alchemist.fortified-elixirs.description":"A creature under your infused antidote or antiplague can reroll a failed Fortitude save against that kind of affliction, without the item bonus, ending the elixir (fortune).","feats.alchemist.sticky-poison.name":"Sticky Poison","feats.alchemist.sticky-poison.description":"If a Strike with your poisoned weapon would spend the poison without a save, a DC 5 flat check keeps it; after a hit, a DC 17 flat check keeps it until the end of your next turn.","feats.alchemist.alter-admixture.name":"Alter Admixture","feats.alchemist.alter-admixture.description":"Exploration, 10 minutes, with an alchemist's toolkit: turn an item from advanced alchemy into a similar one (bomb to bomb, elixir to elixir, poison to poison) of the same level or lower whose formula you know; it stays infused as long as the original.","feats.alchemist.improved-invigorating-elixir.name":"Improved Invigorating Elixir","feats.alchemist.improved-invigorating-elixir.description":"Your invigorating elixirs can also counteract either physical conditions (blinded, deafened, drained, paralyzed, slowed) or mental ones (confused, controlled, fleeing, frightened, paralyzed, slowed). You can take this feat a second time for the other.","feats.alchemist.improved-invigorating-elixir.choices.invigoration.prompt":"Invigoration","feats.alchemist.improved-invigorating-elixir.choices.invigoration.options.physical.name":"Physical","feats.alchemist.improved-invigorating-elixir.choices.invigoration.options.mental.name":"Mental","feats.alchemist.improved-invigorating-elixir.prerequisites.invigorating-elixir":"Invigorating Elixir","feats.alchemist.mutant-physique.name":"Mutant Physique","feats.alchemist.mutant-physique.description":"Bestial mutagen: its bonus applies to Intimidation, and your claws and jaws gain a larger die and deadly d10. Juggernaut mutagen: resistance to physical damage equal to half your level. Quicksilver mutagen: you can Step 10 feet and squeeze as if a size smaller.","feats.alchemist.pinpoint-poisoner.name":"Pinpoint Poisoner","feats.alchemist.pinpoint-poisoner.description":"An off-guard creature you poison with a Strike or an inhaled poison takes a -2 circumstance penalty to its first save.","feats.alchemist.sticky-bomb.name":"Sticky Bomb","feats.alchemist.sticky-bomb.description":"Additive: a creature a bomb hits also takes persistent damage equal to the bomb's listed splash, of its type (added to the bomb's own persistent damage).","feats.alchemist.advanced-efficient-alchemy.name":"Advanced Efficient Alchemy","feats.alchemist.advanced-efficient-alchemy.description":"Advanced alchemy makes 8 + your Intelligence modifier items a day (10 + it from 16th level).","feats.alchemist.advanced-efficient-alchemy.prerequisites.efficient-alchemy":"Efficient Alchemy","feats.alchemist.expanded-splash.name":"Expanded Splash","feats.alchemist.expanded-splash.description":"A splash bomb's splash can reach 10 feet instead of 5, with a status bonus to the splash damage equal to your Intelligence modifier (with the bomber's field discovery, twice your Intelligence modifier in all).","feats.alchemist.greater-debilitating-bomb.name":"Greater Debilitating Bomb","feats.alchemist.greater-debilitating-bomb.description":"Debilitating Bomb can also impose clumsy 1, enfeebled 1, stupefied 1 or a -10-foot status penalty to Speeds.","feats.alchemist.greater-debilitating-bomb.prerequisites.debilitating-bomb":"Debilitating Bomb","feats.alchemist.unstable-concoction.name":"Unstable Concoction","feats.alchemist.unstable-concoction.description":"Additive: the dice of a consumable's initial effect grow one size (a moderate alchemist's fire deals 2d10); whoever activates it must succeed at a DC 10 flat check or take acid damage equal to its level.","feats.alchemist.extend-elixir.name":"Extend Elixir","feats.alchemist.extend-elixir.description":"An infused elixir you made that lasts 1 minute or more lasts twice as long for you (Quick Alchemy's 10-minute limit still applies).","feats.alchemist.supreme-invigorating-elixir.name":"Supreme Invigorating Elixir","feats.alchemist.supreme-invigorating-elixir.description":"Your invigorating elixirs counteract as if you were 2 levels higher and can also counteract petrified, stunned or a disease.","feats.alchemist.supreme-invigorating-elixir.prerequisites.invigorating-elixir":"Invigorating Elixir","feats.alchemist.uncanny-bombs.name":"Uncanny Bombs","feats.alchemist.uncanny-bombs.description":"Your bombs' range increment is 60 feet, a target's circumstance bonus to AC from cover is 1 lower against them, and you automatically succeed at the flat check against a concealed target.","feats.alchemist.uncanny-bombs.prerequisites.far-lobber":"Far Lobber","feats.alchemist.double-poison.name":"Double Poison","feats.alchemist.double-poison.description":"You can apply two infused injury poisons at least 2 levels below yours to one weapon; they merge into one using the lower DC and stage count and both poisons' effects.","feats.alchemist.mutant-innervation.name":"Mutant Innervation","feats.alchemist.mutant-innervation.description":"Cognitive mutagen: its bonus also applies to Deception, Diplomacy, Intimidation, Medicine, Nature, Performance, Religion and Survival, and you have 60-foot telepathy with creatures sharing a language. Serene mutagen: detection, revelation and scrying effects of 9th rank or lower find nothing on you. Silvertongue mutagen: you ignore circumstance penalties to Deception, Diplomacy, Intimidation and Performance, and everyone understands your speech.","feats.alchemist.true-debilitating-bomb.name":"True Debilitating Bomb","feats.alchemist.true-debilitating-bomb.description":"Debilitating Bomb can also impose enfeebled 2, stupefied 2 or a -15-foot status penalty to Speeds.","feats.alchemist.true-debilitating-bomb.prerequisites.greater-debilitating-bomb":"Greater Debilitating Bomb","feats.alchemist.eternal-elixir.name":"Eternal Elixir","feats.alchemist.eternal-elixir.description":"When you drink an infused elixir you made, of half your level or lower and lasting 1 minute or more, its duration can be indefinite (one at a time).","feats.alchemist.eternal-elixir.prerequisites.extend-elixir":"Extend Elixir","feats.alchemist.exploitive-bomb.name":"Exploitive Bomb","feats.alchemist.exploitive-bomb.description":"Additive: choose a damage type the bomb deals; all its damage ignores that much resistance up to your level.","feats.alchemist.persistent-mutagen.name":"Persistent Mutagen","feats.alchemist.persistent-mutagen.description":"Once a day, an infused mutagen you drink lasts until your next daily preparations.","feats.alchemist.persistent-mutagen.prerequisites.extend-elixir":"Extend Elixir","feats.alchemist.improbable-elixirs.name":"Improbable Elixirs","feats.alchemist.improbable-elixirs.description":"Choose potions of 9th level or lower, as many as your Intelligence modifier (at least 1): you gain their formulas as alchemical elixirs, using reagents and your alchemist tools in place of magic.","feats.alchemist.miracle-worker.name":"Miracle Worker","feats.alchemist.miracle-worker.description":"Once every 10 minutes you can give a major or true elixir of life to a creature dead no more than 2 rounds: it returns with 1 Hit Point and wounded 1.","feats.alchemist.perfect-debilitation.name":"Perfect Debilitation","feats.alchemist.perfect-debilitation.description":"A Debilitating Bomb's target avoids the condition only on a critical success.","feats.alchemist.alchemical-revivification.name":"Alchemical Revivification","feats.alchemist.alchemical-revivification.description":"If you die while under an elixir, you return at the start of your next turn under an elixir of rejuvenation, then a true elixir of life, then a major bestial, juggernaut or quicksilver mutagen; then you're immune for 1d4 hours.","feats.alchemist.craft-philosophers-stone.name":"Craft Philosopher's Stone","feats.alchemist.craft-philosophers-stone.description":"You learn the philosopher's stone's formula.","feats.alchemist.mega-bomb.name":"Mega Bomb","feats.alchemist.mega-bomb.description":"Additive: throwing the bomb is a 2-action activity, not a Strike: it explodes in a 30-foot burst within 60 feet, each creature taking its damage as a primary target (basic Reflex save) and, on a failure, its primary-target effects; no splash beyond.","weapons.unarmed.mutagen-claw-lesser.name":"Claw (bestial mutagen)","weapons.unarmed.mutagen-jaws-lesser.name":"Jaws (bestial mutagen)","weapons.unarmed.mutagen-claw-moderate.name":"Claw (bestial mutagen)","weapons.unarmed.mutagen-jaws-moderate.name":"Jaws (bestial mutagen)","weapons.unarmed.mutagen-claw-greater.name":"Claw (bestial mutagen)","weapons.unarmed.mutagen-jaws-greater.name":"Jaws (bestial mutagen)","weapons.unarmed.mutagen-claw-major.name":"Claw (bestial mutagen)","weapons.unarmed.mutagen-jaws-major.name":"Jaws (bestial mutagen)","effects.bestial-mutagen-lesser.name":"Bestial mutagen (lesser): claw and jaws","effects.bestial-mutagen-lesser.description":"Claw and jaws unarmed attacks whose dice striking runes don't change.","effects.bestial-mutagen-moderate.name":"Bestial mutagen (moderate): claw and jaws","effects.bestial-mutagen-moderate.description":"Claw and jaws unarmed attacks whose dice striking runes don't change.","effects.bestial-mutagen-greater.name":"Bestial mutagen (greater): claw and jaws","effects.bestial-mutagen-greater.description":"Claw and jaws unarmed attacks whose dice striking runes don't change.","effects.bestial-mutagen-major.name":"Bestial mutagen (major): claw and jaws","effects.bestial-mutagen-major.description":"Claw and jaws unarmed attacks whose dice striking runes don't change.","languages.catfolk.name":"Catfolk","languages.kholo.name":"Kholo","languages.lizardfolk.name":"Lizardfolk","languages.ratfolk.name":"Ratfolk","languages.tengu.name":"Tengu","languages.tripkee.name":"Tripkee","weapons.catfolk-claw.name":"Claw","weapons.jaws-brawling.name":"Jaws","weapons.lizardfolk-claw.name":"Claw","weapons.ratfolk-jaws.name":"Jaws","weapons.tengu-beak.name":"Beak","effects.catfolk-dance.name":"Catfolk Dance","effects.catfolk-dance.description":"A -2 circumstance penalty to Reflex saves until the start of the dancer's next turn.","fields.defenses.voidHealing.name":"Void healing","types.heritage.fields.size.name":"Size","types.heritage.fields.size.values.tiny.name":"Tiny","types.heritage.fields.size.values.small.name":"Small","types.heritage.fields.size.values.medium.name":"Medium","types.heritage.fields.size.values.large.name":"Large","situational.againstArcane.name":"Against an arcane effect","situational.resistElfMagic.name":"Resist Elf Magic (elfbane hobgoblin)","situational.goblinTarget.name":"Coercing a goblin (runtboss hobgoblin)","situational.againstParalysis.name":"Against being paralyzed","situational.againstDragonBreath.name":"Against a dragon's breath","situational.againstMisfortune.name":"Against a misfortune effect","situational.squawk.name":"Squawk! (against a non-tengu)","situational.vampireTarget.name":"The target is a vampire","tags.trait.catfolk.name":"Catfolk","tags.trait.hobgoblin.name":"Hobgoblin","tags.trait.kholo.name":"Kholo","tags.trait.lizardfolk.name":"Lizardfolk","tags.trait.ratfolk.name":"Ratfolk","tags.trait.tengu.name":"Tengu","tags.trait.tripkee.name":"Tripkee","tags.trait.dhampir.name":"Dhampir","tags.trait.dragonblood.name":"Dragonblood","tags.trait.duskwalker.name":"Duskwalker","tags.trait.hampering.name":"Hampering","tags.trait.razing.name":"Razing","tags.trait.tethered.name":"Tethered","tags.trait.modular.name":"Modular","tags.skill-action.catfolk-dance.name":"Catfolk Dance","tags.lizardfolk-armaments.name":"Lizardfolk Armaments","tags.draconic-aspect.name":"Draconic Aspect","tags.sense.lifesense.name":"Lifesense","ancestries.dwarf.choices.boosts.options.alternate.choices.free.prompt":"Two free attribute boosts","ancestries.dwarf.choices.boosts.options.alternate.name":"Two free boosts instead","ancestries.dwarf.choices.boosts.options.standard.choices.free.prompt":"A free attribute boost","ancestries.dwarf.choices.boosts.options.standard.name":"The ancestry's boosts and flaw","ancestries.dwarf.choices.boosts.prompt":"Ancestry attribute boosts","ancestries.dwarf.choices.heritage.prompt":"Heritage","ancestries.dwarf.description":"Short, sturdy and stubborn. 10 Hit Points, Medium, 20 feet. Boosts: Constitution, Wisdom, free; flaw: Charisma. Darkvision.","ancestries.dwarf.name":"Dwarf","ancestries.elf.choices.boosts.options.alternate.choices.free.prompt":"Two free attribute boosts","ancestries.elf.choices.boosts.options.alternate.name":"Two free boosts instead","ancestries.elf.choices.boosts.options.standard.choices.free.prompt":"A free attribute boost","ancestries.elf.choices.boosts.options.standard.name":"The ancestry's boosts and flaw","ancestries.elf.choices.boosts.prompt":"Ancestry attribute boosts","ancestries.elf.choices.heritage.prompt":"Heritage","ancestries.elf.description":"Tall, long-lived and graceful. 6 Hit Points, Medium, 30 feet. Boosts: Dexterity, Intelligence, free; flaw: Constitution. Low-light vision.","ancestries.elf.name":"Elf","ancestries.gnome.choices.boosts.options.alternate.choices.free.prompt":"Two free attribute boosts","ancestries.gnome.choices.boosts.options.alternate.name":"Two free boosts instead","ancestries.gnome.choices.boosts.options.standard.choices.free.prompt":"A free attribute boost","ancestries.gnome.choices.boosts.options.standard.name":"The ancestry's boosts and flaw","ancestries.gnome.choices.boosts.prompt":"Ancestry attribute boosts","ancestries.gnome.choices.heritage.prompt":"Heritage","ancestries.gnome.description":"Small, curious and drawn to the strange. 8 Hit Points, Small, 25 feet. Boosts: Constitution, Charisma, free; flaw: Strength. Low-light vision.","ancestries.gnome.name":"Gnome","ancestries.goblin.choices.boosts.options.alternate.choices.free.prompt":"Two free attribute boosts","ancestries.goblin.choices.boosts.options.alternate.name":"Two free boosts instead","ancestries.goblin.choices.boosts.options.standard.choices.free.prompt":"A free attribute boost","ancestries.goblin.choices.boosts.options.standard.name":"The ancestry's boosts and flaw","ancestries.goblin.choices.boosts.prompt":"Ancestry attribute boosts","ancestries.goblin.choices.heritage.prompt":"Heritage","ancestries.goblin.description":"Small, quick and fearless. 6 Hit Points, Small, 25 feet. Boosts: Dexterity, Charisma, free; flaw: Wisdom. Darkvision.","ancestries.goblin.name":"Goblin","ancestries.halfling.choices.boosts.options.alternate.choices.free.prompt":"Two free attribute boosts","ancestries.halfling.choices.boosts.options.alternate.name":"Two free boosts instead","ancestries.halfling.choices.boosts.options.standard.choices.free.prompt":"A free attribute boost","ancestries.halfling.choices.boosts.options.standard.name":"The ancestry's boosts and flaw","ancestries.halfling.choices.boosts.prompt":"Ancestry attribute boosts","ancestries.halfling.choices.heritage.prompt":"Heritage","ancestries.halfling.description":"Small, lucky and observant. 6 Hit Points, Small, 25 feet. Boosts: Dexterity, Wisdom, free; flaw: Strength. Keen Eyes: +2 circumstance bonus to Seek hidden or undetected creatures within 30 feet, and flat checks against concealed or hidden targets are DC 3 and DC 9.","ancestries.halfling.name":"Halfling","ancestries.human.choices.boosts.prompt":"Ancestry attribute boosts","ancestries.human.choices.heritage.prompt":"Heritage","ancestries.human.description":"Adaptable and ambitious. 8 Hit Points, Medium, 25 feet. Two free boosts. One more language.","ancestries.human.name":"Human","ancestries.leshy.choices.boosts.options.alternate.choices.free.prompt":"Two free attribute boosts","ancestries.leshy.choices.boosts.options.alternate.name":"Two free boosts instead","ancestries.leshy.choices.boosts.options.standard.choices.free.prompt":"A free attribute boost","ancestries.leshy.choices.boosts.options.standard.name":"The ancestry's boosts and flaw","ancestries.leshy.choices.boosts.prompt":"Ancestry attribute boosts","ancestries.leshy.choices.heritage.prompt":"Heritage","ancestries.leshy.description":"A plant given a body and a spirit. 8 Hit Points, Small, 25 feet. Boosts: Constitution, Wisdom, free; flaw: Intelligence. Low-light vision.","ancestries.leshy.name":"Leshy","ancestries.orc.choices.boosts.prompt":"Ancestry attribute boosts","ancestries.orc.choices.heritage.prompt":"Heritage","ancestries.orc.description":"Strong, proud and enduring. 10 Hit Points, Medium, 25 feet. Two free boosts. Darkvision.","ancestries.orc.name":"Orc","fields.speed.swim.name":"Swim Speed","heritages.aiuvarin.description":"You gain the elf and aiuvarin traits and low-light vision, and you can take elf feats as ancestry feats.","heritages.aiuvarin.name":"Aiuvarin","heritages.ancient-blooded-dwarf.description":"You gain the Call on Ancient Blood reaction: when you attempt a saving throw against a magical effect, before rolling, you gain a +1 circumstance bonus to saves until the end of this turn, the triggering save included.","heritages.ancient-blooded-dwarf.name":"Ancient-Blooded Dwarf","heritages.ancient-elf.description":"Choose a class other than your own: you gain its multiclass dedication feat, ignoring its level prerequisite.","heritages.ancient-elf.name":"Ancient Elf","heritages.arctic-elf.description":"Cold resistance equal to half your level (minimum 1), and you treat environmental cold as one step less extreme.","heritages.arctic-elf.name":"Arctic Elf","heritages.badlands-orc.description":"You can Hustle twice as long while exploring, and you treat environmental heat as one step less extreme.","heritages.badlands-orc.name":"Badlands Orc","heritages.battle-ready-orc.description":"You become trained in Intimidation and gain the Intimidating Glare skill feat.","heritages.battle-ready-orc.name":"Battle-Ready Orc","heritages.cactus-leshy.description":"You gain a spine unarmed attack: 1d6 piercing, brawling group, finesse and unarmed.","heritages.cactus-leshy.name":"Cactus Leshy","heritages.cavern-elf.description":"You gain darkvision.","heritages.cavern-elf.name":"Cavern Elf","heritages.chameleon-gnome.description":"You can change your coloration. Where it matches your surroundings, a single action gives you a +2 circumstance bonus to Stealth checks until the surroundings change.","heritages.chameleon-gnome.name":"Chameleon Gnome","heritages.changeling.description":"You gain the changeling trait, and low-light vision (darkvision if your ancestry has low-light vision already).","heritages.changeling.name":"Changeling","heritages.charhide-goblin.description":"Fire resistance equal to half your level (minimum 1). Your flat check to end persistent fire damage is DC 10 instead of 15 (DC 5 with particularly appropriate help).","heritages.charhide-goblin.name":"Charhide Goblin","heritages.death-warden-dwarf.description":"When you roll a success on a saving throw against a void effect or an effect created by an undead creature, you get a critical success instead.","heritages.death-warden-dwarf.name":"Death Warden Dwarf","heritages.deep-orc.description":"You gain the Terrain Expertise skill feat for underground terrain, and the Combat Climber skill feat.","heritages.deep-orc.name":"Deep Orc","heritages.dromaar.description":"You gain the orc and dromaar traits and low-light vision, and you can take orc feats as ancestry feats.","heritages.dromaar.name":"Dromaar","heritages.fey-touched-gnome.description":"You gain the fey trait. Choose a primal cantrip: you can cast it as a primal innate spell at will, and change it once a day with 10 minutes of meditation.","heritages.fey-touched-gnome.name":"Fey-Touched Gnome","heritages.forge-dwarf.description":"Fire resistance equal to half your level (minimum 1), and you treat environmental heat as one step less extreme.","heritages.forge-dwarf.name":"Forge Dwarf","heritages.fruit-leshy.description":"Each dawn a fruit ripens on you. Eaten within an hour (an Interact action), it restores 1d8 Hit Points, plus 1d8 for every 2 levels you have beyond 1st (healing, vitality).","heritages.fruit-leshy.name":"Fruit Leshy","heritages.fungus-leshy.description":"You gain darkvision. You lose the plant trait and gain the fungus trait.","heritages.fungus-leshy.name":"Fungus Leshy","heritages.gourd-leshy.description":"You can store up to 1 Bulk of objects in your head; Stealing them is 4 harder, and a single stored object can be drawn as part of the action that uses it.","heritages.gourd-leshy.name":"Gourd Leshy","heritages.grave-orc.description":"Void resistance equal to half your level (minimum 1), and a +1 circumstance bonus to saves against death and void effects.","heritages.grave-orc.name":"Grave Orc","heritages.gutsy-halfling.description":"When you roll a success on a saving throw against an emotion effect, you get a critical success instead.","heritages.gutsy-halfling.name":"Gutsy Halfling","heritages.hillock-halfling.description":"When you regain Hit Points overnight, add your level. When someone Treats your Wounds, you can eat a snack to add your level to the Hit Points regained.","heritages.hillock-halfling.name":"Hillock Halfling","heritages.hold-scarred-orc.description":"You gain 12 Hit Points from your ancestry instead of 10, and the Diehard feat.","heritages.hold-scarred-orc.name":"Hold-Scarred Orc","heritages.irongut-goblin.description":"You can eat spoiled food and eat while sickened. Against afflictions and sickness from something you ingested, a +2 circumstance bonus to saves (and to remove sickened), and a success on such a Fortitude save is a critical success.","heritages.irongut-goblin.name":"Irongut Goblin","heritages.jinxed-halfling.description":"You can never take Halfling Luck. Jinx (2 actions, curse, occult), once a day: a creature within 30 feet that you can see attempts a Will save against your class DC or spell DC; on a failure it is clumsy 1 for 1 minute, clumsy 2 on a critical failure, and on a success it is immune for 24 hours.","heritages.jinxed-halfling.name":"Jinxed Halfling","heritages.leaf-leshy.description":"You glide down slowly and take no damage from falling.","heritages.leaf-leshy.name":"Leaf Leshy","heritages.lotus-leshy.description":"You can walk on still water at half Speed, and Balance across flowing water using the Swim DC, at half Speed; failing drops you into the water.","heritages.lotus-leshy.name":"Lotus Leshy","heritages.nephilim.description":"You gain the nephilim trait, and low-light vision (darkvision if your ancestry has low-light vision already).","heritages.nephilim.name":"Nephilim","heritages.nomadic-halfling.description":"Two more languages of your choice, and another each time you take Multilingual.","heritages.nomadic-halfling.name":"Nomadic Halfling","heritages.rainfall-orc.description":"A +2 circumstance bonus to Athletics checks to Climb or Swim, and a +1 circumstance bonus to saves against diseases.","heritages.rainfall-orc.name":"Rainfall Orc","heritages.razortooth-goblin.description":"You gain a jaws unarmed attack: 1d6 piercing, brawling group, finesse and unarmed.","heritages.razortooth-goblin.name":"Razortooth Goblin","heritages.rock-dwarf.description":"A +2 circumstance bonus to your Fortitude or Reflex DC against being Repositioned, Shoved or Tripped, and to saves against effects that would move you or knock you prone. Forced movement of 10 feet or more moves you only half as far.","heritages.rock-dwarf.name":"Rock Dwarf","heritages.root-leshy.description":"You gain 10 Hit Points from your ancestry instead of 8, and can go 2 weeks without sunlight. A +2 circumstance bonus to your Fortitude or Reflex DC against being Repositioned, Shoved or Tripped, and to saves against effects that would move you or knock you prone.","heritages.root-leshy.name":"Root Leshy","heritages.seaweed-leshy.description":"A swim Speed of 20 feet, and you can breathe underwater, but your land Speed is 5 feet lower.","heritages.seaweed-leshy.name":"Seaweed Leshy","heritages.seer-elf.description":"You can cast the detect magic cantrip as an arcane innate spell at will, and you gain a +1 circumstance bonus to checks to Identify Magic and to Decipher Writing of a magical nature.","heritages.seer-elf.name":"Seer Elf","heritages.sensate-gnome.description":"Imprecise scent with a range of 30 feet, and a +2 circumstance bonus to Perception checks to locate undetected creatures within it.","heritages.sensate-gnome.name":"Sensate Gnome","heritages.skilled-human.choices.skill.prompt":"Skill to train (expert at 5th level)","heritages.skilled-human.description":"You become trained in one skill of your choice, and an expert in it at 5th level.","heritages.skilled-human.name":"Skilled Human","heritages.snow-goblin.description":"Cold resistance equal to half your level (minimum 1), and you treat environmental cold as one step less extreme.","heritages.snow-goblin.name":"Snow Goblin","heritages.strong-blooded-dwarf.description":"Poison resistance equal to half your level (minimum 1). Successful saves against poison afflictions reduce the stage by 2 (1 for a virulent poison), and a critical success by 3 (2).","heritages.strong-blooded-dwarf.name":"Strong-Blooded Dwarf","heritages.twilight-halfling.description":"You gain low-light vision.","heritages.twilight-halfling.name":"Twilight Halfling","heritages.umbral-gnome.description":"You gain darkvision.","heritages.umbral-gnome.name":"Umbral Gnome","heritages.unbreakable-goblin.description":"You gain 10 Hit Points from your ancestry instead of 6. Falls deal half damage, and you land on your feet.","heritages.unbreakable-goblin.name":"Unbreakable Goblin","heritages.versatile-human.choices.feat.prompt":"Feat","heritages.versatile-human.description":"You gain a 1st-level general feat.","heritages.versatile-human.name":"Versatile Human","heritages.vine-leshy.description":"You can Climb without free hands, and a success on an Athletics check to Climb is a critical success.","heritages.vine-leshy.name":"Vine Leshy","heritages.wellspring-gnome.description":"Choose arcane, divine or occult: you gain a cantrip from that tradition as an innate spell at will, and primal innate spells from gnome feats use that tradition instead.","heritages.wellspring-gnome.name":"Wellspring Gnome","heritages.whisper-elf.description":"A +2 circumstance bonus to Seek hidden or undetected creatures within 30 feet, and the flat check against a concealed target is DC 3, against a hidden one DC 9, while you can hear.","heritages.whisper-elf.name":"Whisper Elf","heritages.wildwood-halfling.description":"You ignore difficult terrain caused by plants and fungi.","heritages.wildwood-halfling.name":"Wildwood Halfling","heritages.winter-orc.description":"You become trained in Survival, and you treat environmental cold as one step less extreme.","heritages.winter-orc.name":"Winter Orc","heritages.woodland-elf.description":"When Climbing foliage, you move at half your Speed on a success and full Speed on a critical success (full Speed on a success with Quick Climb), and you can always Take Cover in forest terrain.","heritages.woodland-elf.name":"Woodland Elf","situational.againstForcedMovement.name":"Against being moved or knocked prone","situational.againstUndead.name":"Against an effect an undead creature made","tags.natural.name":"Natural attack","tags.trait.aiuvarin.name":"Aiuvarin","tags.trait.changeling.name":"Changeling","tags.trait.dromaar.name":"Dromaar","tags.trait.fey.name":"Fey","tags.trait.fungus.name":"Fungus","tags.trait.nephilim.name":"Nephilim","weapons.jaws.name":"Jaws","weapons.spines.name":"Spines","ancestries.catfolk.choices.boosts.options.alternate.choices.free.prompt":"Two free attribute boosts","ancestries.catfolk.choices.boosts.options.alternate.name":"Two free boosts instead","ancestries.catfolk.choices.boosts.options.standard.choices.free.prompt":"A free attribute boost","ancestries.catfolk.choices.boosts.options.standard.name":"The ancestry's boosts and flaw","ancestries.catfolk.choices.boosts.prompt":"Ancestry attribute boosts","ancestries.catfolk.choices.heritage.prompt":"Heritage","ancestries.catfolk.name":"Catfolk","ancestries.catfolk.description":"Curious, nimble feline wanderers. 8 Hit Points, Medium, 25 feet. Boosts: Dexterity, Charisma, free; flaw: Wisdom. Low-light vision. Land on Your Feet: a fall deals you half damage and you don't land prone.","heritages.clawed-catfolk.name":"Clawed Catfolk","heritages.clawed-catfolk.description":"You gain a claw unarmed attack: 1d6 slashing, brawling group, agile, finesse and unarmed.","heritages.hunting-catfolk.name":"Hunting Catfolk","heritages.hunting-catfolk.description":"Imprecise scent, 30 feet, and a +2 circumstance bonus to Track a creature or object you've smelled before.","heritages.jungle-catfolk.name":"Jungle Catfolk","heritages.jungle-catfolk.description":"You ignore difficult terrain from undergrowth, and greater difficult terrain from undergrowth is only difficult terrain for you.","heritages.liminal-catfolk.name":"Liminal Catfolk","heritages.liminal-catfolk.description":"You can cast detect magic as an occult innate cantrip at will, and get a +1 circumstance bonus to Occultism checks to Recall Knowledge about creatures from other planes.","heritages.nine-lives-catfolk.name":"Nine Lives Catfolk","heritages.nine-lives-catfolk.description":"While dying, your recovery checks' DC doesn't add your dying value (usually DC 10). You gain the Diehard feat.","heritages.sharp-eared-catfolk.name":"Sharp-Eared Catfolk","heritages.sharp-eared-catfolk.description":"A +2 circumstance bonus to Seek undetected creatures within 30 feet you could hear. Once a round, you can Point Out a creature you're aware of by sound to all allies as a free action.","heritages.winter-catfolk.name":"Winter Catfolk","heritages.winter-catfolk.description":"Cold resistance equal to half your level (minimum 1), and environmental cold is one step less extreme for you.","feats.ancestry.cat-nap.name":"Cat Nap","feats.ancestry.cat-nap.description":"Once an hour (concentrate, exploration): a 10-minute nap gives you temporary Hit Points equal to your level for 1 hour.","feats.ancestry.cat-nap.actions.cat-nap.name":"Cat Nap","feats.ancestry.cats-luck.name":"Cat's Luck","feats.ancestry.cats-luck.description":"Once a day, a free action (fortune) when you fail a Reflex save: reroll it and use the better result.","feats.ancestry.catfolk-dance.name":"Catfolk Dance","feats.ancestry.catfolk-dance.description":"1 action: Acrobatics against an adjacent creature's Reflex DC. Success: a -2 circumstance penalty to its Reflex saves until the start of your next turn; critical success: it's also off-guard until then.","feats.ancestry.catfolk-dance.actions.catfolk-dance.name":"Catfolk Dance","feats.ancestry.catfolk-dance.actions.catfolk-dance.params.dc.name":"DC","feats.ancestry.catfolk-dance.actions.catfolk-dance.participants.target.name":"Adjacent creature","feats.ancestry.catfolk-lore.name":"Catfolk Lore","feats.ancestry.catfolk-lore.description":"You're trained in Acrobatics and Survival (a skill of your choice for each you'd already be trained in), and gain Additional Lore for Catfolk Lore.","feats.ancestry.catfolk-weapon-familiarity.name":"Catfolk Weapon Familiarity","feats.ancestry.catfolk-weapon-familiarity.description":"You have access to uncommon catfolk weapons, and familiarity with catfolk weapons and the kama, kukri, scimitar and sickle: martial ones count as simple and advanced ones as martial for you. From 5th level, their critical specialization effects.","feats.ancestry.saber-teeth.name":"Saber Teeth","feats.ancestry.saber-teeth.description":"You gain a jaws unarmed attack: 1d6 piercing, brawling group, unarmed.","feats.ancestry.well-met-traveler.name":"Well-Met Traveler","feats.ancestry.well-met-traveler.description":"You're trained in Diplomacy (or a skill of your choice if you already were), and gain the Hobnobber skill feat.","feats.ancestry.climbing-claws.name":"Climbing Claws","feats.ancestry.climbing-claws.description":"You gain a climb Speed of 10 feet.","feats.ancestry.graceful-guidance.name":"Graceful Guidance","feats.ancestry.graceful-guidance.description":"You can Aid an ally's Reflex save, preparing with an action on your turn as usual.","feats.ancestry.light-paws.name":"Light Paws","feats.ancestry.light-paws.description":"2 actions: Stride then Step, or Step then Stride, ignoring difficult terrain during this movement.","feats.ancestry.lucky-break.name":"Lucky Break","feats.ancestry.lucky-break.description":"Cat's Luck also triggers on a failed or critically failed Fortitude or Will save, Acrobatics check or Athletics check; still once a day.","feats.ancestry.lucky-break.prerequisites.cats-luck":"Cat's Luck","feats.ancestry.pride-hunter.name":"Pride Hunter","feats.ancestry.pride-hunter.description":"You can use lesser cover from your allies to Hide.","feats.ancestry.springing-leaper.name":"Springing Leaper","feats.ancestry.springing-leaper.description":"You can Leap as 2 actions to double your vertical Leap, or 3 actions to triple it, and you don't automatically fail a Long Jump in a different direction than your Stride.","feats.ancestry.springing-leaper.prerequisites.expert":"Expert in Athletics","feats.ancestry.well-groomed.name":"Well-Groomed","feats.ancestry.well-groomed.description":"A +2 circumstance bonus to saves against diseases, and a success on such a save is a critical success; with another ability that improves the save this way, a critical failure is a failure too.","feats.ancestry.aggravating-scratch.name":"Aggravating Scratch","feats.ancestry.aggravating-scratch.description":"A critical hit with a claw Strike deals 1d4 persistent poison damage too.","feats.ancestry.aggravating-scratch.prerequisites.claws":"A claw unarmed attack","feats.ancestry.evade-doom.name":"Evade Doom","feats.ancestry.evade-doom.description":"When you would become doomed, a DC 17 flat check: on a success, you aren't.","feats.ancestry.luck-of-the-clowder.name":"Luck of the Clowder","feats.ancestry.luck-of-the-clowder.description":"When you reroll with Cat's Luck, creatures you choose within 10 feet that just failed against the same effect can reroll too, using the better result.","feats.ancestry.luck-of-the-clowder.prerequisites.cats-luck":"Cat's Luck","feats.ancestry.predators-growl.name":"Predator's Growl","feats.ancestry.predators-growl.description":"A reaction when you Seek a hidden or undetected creature successfully: Demoralize it, without the -4 for not sharing a language.","feats.ancestry.predators-growl.prerequisites.expert":"Expert in Intimidation","feats.ancestry.silent-step.name":"Silent Step","feats.ancestry.silent-step.description":"1 action (flourish): Step, then Hide or Sneak (meeting their requirements as usual).","feats.ancestry.wary-skulker.name":"Wary Skulker","feats.ancestry.wary-skulker.description":"You can Scout and Avoid Notice at the same time while exploring.","feats.ancestry.black-cat-curse.name":"Black Cat Curse","feats.ancestry.black-cat-curse.description":"Once a day, a reaction (misfortune, occult) when a creature you see within 30 feet would succeed at a save: it rerolls and uses the worse result.","feats.ancestry.caterwaul.name":"Caterwaul","feats.ancestry.caterwaul.description":"Once a day, a reaction (auditory, concentrate, emotion, mental) when an ally within 30 feet would drop to 0 HP but not die: it stays at 1 Hit Point, and its wounded value still rises by 1.","feats.ancestry.elude-trouble.name":"Elude Trouble","feats.ancestry.elude-trouble.description":"A reaction when a creature misses you with a melee attack: Stride up to your Speed without triggering that creature's reactions.","feats.ancestry.reliable-luck.name":"Reliable Luck","feats.ancestry.reliable-luck.description":"You can use Cat's Luck once an hour instead of once a day.","feats.ancestry.reliable-luck.prerequisites.cats-luck":"Cat's Luck","feats.ancestry.ten-lives.name":"Ten Lives","feats.ancestry.ten-lives.description":"When you would die, a DC 17 flat check: on a success you're at 0 Hit Points and dying 1 less than would kill you (usually dying 3) instead.","feats.ancestry.ten-lives.prerequisites.evade-doom":"Evade Doom","heritages.dhampir.name":"Dhampir","heritages.dhampir.description":"Descended from a vampire. You gain the dhampir trait and void healing (vitality damage harms you and void effects heal you, as if you were undead), and low-light vision, or darkvision if your ancestry has low-light vision. You can take dhampir feats as ancestry feats.","feats.ancestry.eyes-of-night-dhampir.name":"Eyes of Night","feats.ancestry.eyes-of-night-dhampir.description":"You gain darkvision. Only at 1st level; it can't be retrained.","feats.ancestry.fangs.name":"Fangs","feats.ancestry.fangs.description":"You gain a fangs unarmed attack: 1d6 piercing, brawling group, grapple and unarmed.","weapons.dhampir-fangs.name":"Fangs","feats.ancestry.discerning-lineage.name":"Discerning Lineage","feats.ancestry.discerning-lineage.description":"A +1 circumstance bonus to Sense Motive, and to your Perception DC against attempts to Lie to you.","feats.ancestry.enduring-lineage.name":"Enduring Lineage","feats.ancestry.enduring-lineage.description":"Drained, you take its Fortitude penalty and Hit Point loss as if its value were 1 lower. You're trained in Diplomacy (or a skill of your choice if you already were).","feats.ancestry.vampire-lore.name":"Vampire Lore","feats.ancestry.vampire-lore.description":"You're trained in Religion and Society (a skill of your choice for each you'd already be trained in), and gain Additional Lore for Vampire Lore.","feats.ancestry.voice-of-the-night.name":"Voice of the Night","feats.ancestry.voice-of-the-night.description":"You can ask questions of, understand and use Diplomacy with bats, rats and wolves, with a +1 circumstance bonus to Make an Impression on them.","feats.ancestry.enthralling-allure.name":"Enthralling Allure","feats.ancestry.enthralling-allure.description":"You can cast charm once a day as a divine innate spell, at half your level rounded up, without its heightened duration or targets.","feats.ancestry.necromantic-physiology.name":"Necromantic Physiology","feats.ancestry.necromantic-physiology.description":"A +2 circumstance bonus to saves against diseases, and a success on one is a critical success (with another ability that improves it this way, a critical failure is a failure).","feats.ancestry.undead-slayer.name":"Undead Slayer","feats.ancestry.undead-slayer.description":"Against undead, a circumstance bonus to damage with weapon and unarmed Strikes equal to their damage dice; twice that against a vampire.","feats.ancestry.bloodletting-fangs.name":"Bloodletting Fangs","feats.ancestry.bloodletting-fangs.description":"A critical hit with a fangs Strike deals 1d4 persistent bleed damage too.","feats.ancestry.bloodletting-fangs.prerequisites.fangs":"A fangs unarmed attack","feats.ancestry.night-magic.name":"Night Magic","feats.ancestry.night-magic.description":"You can cast animal form (a wolf, as a canine) and mist once a day each as 2nd-rank divine innate spells.","feats.ancestry.form-of-the-bat.name":"Form of the Bat","feats.ancestry.form-of-the-bat.description":"Once an hour, 1 action (concentrate, divine, polymorph): you gain the effects of a 4th-rank pest form, always as a bat.","feats.ancestry.symphony-of-blood.name":"Symphony of Blood","feats.ancestry.symphony-of-blood.description":"You can cast vampiric exsanguination once a day as a 7th-rank divine innate spell.","fields.dragonblood.damageType.name":"Draconic exemplar's damage type","situational.againstPrimal.name":"Against a primal effect","heritages.dragonblood.name":"Dragonblood","heritages.dragonblood.description":"Descended from a dragon. You gain the dragonblood trait, Draconic is among the languages you can learn, and a success on a save against a fear effect is a critical success. You can take dragonblood feats as ancestry feats. Your draconic exemplar, the kind of dragon you descend from, can be chosen now or when a feat needs it.","heritages.dragonblood.choices.exemplar.prompt":"Draconic exemplar","heritages.dragonblood.choices.exemplar.options.arcane-force.name":"Arcane dragon: cone of force (Reflex)","heritages.dragonblood.choices.exemplar.options.arcane-mental.name":"Arcane dragon, a climber: cone of mental (Will)","heritages.dragonblood.choices.exemplar.options.divine-fire.name":"Divine dragon: cone of fire (Reflex)","heritages.dragonblood.choices.exemplar.options.divine-spirit.name":"Divine dragon: cone of spirit (Reflex)","heritages.dragonblood.choices.exemplar.options.occult-poison.name":"Occult dragon, a climber: cone of poison (Fortitude)","heritages.dragonblood.choices.exemplar.options.occult-mental.name":"Occult dragon: cone of mental (Will)","heritages.dragonblood.choices.exemplar.options.primal-bludgeoning.name":"Primal dragon, a burrower: cone of bludgeoning (Reflex)","heritages.dragonblood.choices.exemplar.options.primal-poison.name":"Primal dragon, a swimmer: cone of poison (Fortitude)","feats.ancestry.arcane-dragonblood.name":"Arcane Dragonblood","feats.ancestry.arcane-dragonblood.description":"You're trained in Arcana (or a skill of your choice if you already were). You gain Arcane Sense. Your draconic exemplar, if you pick one, must be a arcane dragon.","feats.ancestry.divine-dragonblood.name":"Divine Dragonblood","feats.ancestry.divine-dragonblood.description":"You're trained in Religion (or a skill of your choice if you already were). You get a +1 circumstance bonus to initiative rolls. Your draconic exemplar, if you pick one, must be a divine dragon.","feats.ancestry.occult-dragonblood.name":"Occult Dragonblood","feats.ancestry.occult-dragonblood.description":"You're trained in Occultism (or a skill of your choice if you already were). You gain Oddity Identification. Your draconic exemplar, if you pick one, must be a occult dragon.","feats.ancestry.primal-dragonblood.name":"Primal Dragonblood","feats.ancestry.primal-dragonblood.description":"You're trained in Nature (or a skill of your choice if you already were). You can use Nature to Sense Direction and to Subsist in the wilds. Your draconic exemplar, if you pick one, must be a primal dragon.","feats.ancestry.breath-of-the-dragon.name":"Breath of the Dragon","feats.ancestry.breath-of-the-dragon.description":"2 actions (magical): you exhale your exemplar's breath in a 15-foot cone or 30-foot line: 1d4 damage of its type (1d4 more at 3rd level and every 2 levels after), a basic save of its kind against the higher of your class DC and spell DC. Then you can't again for 1d4 rounds.","feats.ancestry.breath-of-the-dragon.actions.breath-of-the-dragon.name":"Breath of the Dragon","feats.ancestry.breath-of-the-dragon.actions.breath-of-the-dragon.participants.target.name":"Creatures in the area","feats.ancestry.breath-of-the-dragon.actions.breath-of-the-dragon.results.breathed.name":"Breathed","weapons.draconic-claw.name":"Claw","features.draconic-aspect.claw.name":"Claw","features.draconic-aspect.claw.description":"1d4 slashing, brawling group, agile, finesse.","weapons.draconic-jaws.name":"Jaws","features.draconic-aspect.jaws.name":"Jaws","features.draconic-aspect.jaws.description":"1d6 piercing, brawling group, forceful.","weapons.draconic-tail.name":"Tail","features.draconic-aspect.tail.name":"Tail","features.draconic-aspect.tail.description":"1d6 bludgeoning, brawling group, sweep, trip.","feats.ancestry.draconic-aspect.name":"Draconic Aspect","feats.ancestry.draconic-aspect.description":"You gain an unarmed attack of your choice, brawling group: claw (1d4 slashing, agile, finesse), jaws (1d6 piercing, forceful) or tail (1d6 bludgeoning, sweep, trip). 1st level only; it can't be retrained or changed.","feats.ancestry.draconic-aspect.choices.attack.prompt":"Unarmed attack","feats.ancestry.draconic-resistance.name":"Draconic Resistance","feats.ancestry.draconic-resistance.description":"Resistance equal to half your level (minimum 1) to your exemplar's damage type, doubled against dragons. If that type is bludgeoning, piercing or slashing, pick acid, cold, electricity, fire or sonic instead.","feats.ancestry.draconic-resistance.choices.type.prompt":"Resistance (your exemplar deals physical damage)","feats.ancestry.draconic-resistance.choices.type.options.acid.name":"Acid","feats.ancestry.draconic-resistance.choices.type.options.cold.name":"Cold","feats.ancestry.draconic-resistance.choices.type.options.electricity.name":"Electricity","feats.ancestry.draconic-resistance.choices.type.options.fire.name":"Fire","feats.ancestry.draconic-resistance.choices.type.options.sonic.name":"Sonic","feats.ancestry.draconic-sight.name":"Draconic Sight","feats.ancestry.draconic-sight.description":"You gain low-light vision, or darkvision if your ancestry has low-light vision.","feats.ancestry.dragon-lore.name":"Dragon Lore","feats.ancestry.dragon-lore.description":"You're trained in Diplomacy and Intimidation (a skill of your choice for each you'd already be trained in), and gain Additional Lore for Dragon Lore.","feats.ancestry.scaly-hide.name":"Scaly Hide","feats.ancestry.scaly-hide.description":"Unarmored, your scales give a +1 item bonus to AC (+2 from 5th level) with a Dexterity cap of +3. It adds to armor potency runes on explorer's clothing, mystic armor or bands of force. 1st level only.","templates.deadly-aspect.name":"{base} (Deadly Aspect)","feats.ancestry.deadly-aspect.name":"Deadly Aspect","feats.ancestry.deadly-aspect.description":"Your Draconic Aspect unarmed attack gains the deadly d8 trait.","feats.ancestry.deadly-aspect.prerequisites.draconic-aspect":"Draconic Aspect","feats.ancestry.draconic-scent.name":"Draconic Scent","feats.ancestry.draconic-scent.description":"You gain imprecise scent with a range of 30 feet.","feats.ancestry.dragons-flight.name":"Dragon's Flight","feats.ancestry.dragons-flight.description":"Once a round, 1 action: Fly (with a fly Speed of 20 feet for this move if you have none); you fall if you don't end on solid ground.","feats.ancestry.traditional-resistances.name":"Traditional Resistances","feats.ancestry.traditional-resistances.description":"A +1 status bonus to AC and saves against spells and magical effects of your lineage's tradition, +2 against such sleep and paralysis effects.","feats.ancestry.traditional-resistances.prerequisites.lineage":"Arcane, Divine, Occult or Primal Dragonblood","feats.ancestry.formidable-breath.name":"Formidable Breath","feats.ancestry.formidable-breath.description":"Your Breath of the Dragon's area grows to a 30-foot cone or 60-foot line, and its dice are d6s.","feats.ancestry.formidable-breath.prerequisites.breath":"Breath of the Dragon","feats.ancestry.true-dragons-flight.name":"True Dragon's Flight","feats.ancestry.true-dragons-flight.description":"You have a fly Speed of 20 feet at all times.","feats.ancestry.true-dragons-flight.prerequisites.dragons-flight":"Dragon's Flight","feats.ancestry.wing-buffet.name":"Wing Buffet","feats.ancestry.wing-buffet.description":"2 actions (attack): Athletics against the Fortitude DC of up to two adjacent creatures (two attacks for your multiple attack penalty, which rises only after both). Critical success: bludgeoning damage equal to twice your level and pushed up to 10 feet; success: your level in damage, 5 feet; failure: half your level; critical failure: you fall prone afterward.","feats.ancestry.wing-buffet.prerequisites.expert":"Expert in Athletics","feats.ancestry.draconic-veil.name":"Draconic Veil","feats.ancestry.draconic-veil.description":"You can cast humanoid form once a day as a 5th-rank innate spell lasting 1 hour, of your exemplar's tradition.","feats.ancestry.majestic-presence.name":"Majestic Presence","feats.ancestry.majestic-presence.description":"1 action (emotion, fear, mental, visual): each creature in a 20-foot emanation attempts a Will save against the higher of your class DC and spell DC, then is immune for 24 hours. Success: frightened 1; failure: frightened 2; critical failure: frightened 4.","feats.ancestry.majestic-presence.actions.majestic-presence.name":"Majestic Presence","feats.ancestry.majestic-presence.actions.majestic-presence.participants.target.name":"Creatures within 20 feet","feats.ancestry.majestic-presence.actions.majestic-presence.results.cowed.name":"Cowed","feats.ancestry.form-of-the-dragon.name":"Form of the Dragon","feats.ancestry.form-of-the-dragon.description":"You can cast dragon form once a day as an 8th-rank innate spell of your exemplar's tradition, taking your exemplar's shape (or, with a lineage feat, any dragon of that tradition).","feats.ancestry.lingering-breath.name":"Lingering Breath","feats.ancestry.lingering-breath.description":"Your Breath of the Dragon's area is difficult terrain for 1 minute, and a creature that fails its save takes 2d6 persistent damage of its type.","feats.ancestry.lingering-breath.prerequisites.breath":"Breath of the Dragon","heritages.duskwalker.name":"Duskwalker","heritages.duskwalker.description":"Reborn from a soul tied to the psychopomps. You gain the duskwalker trait, and low-light vision, or darkvision if your ancestry has low-light vision. Neither your body nor your spirit can ever become undead. You can take duskwalker feats as ancestry feats.","feats.ancestry.chance-death.name":"Chance Death","feats.ancestry.chance-death.description":"Once a day, a reaction (fortune) when you'd die from a failed recovery check or save: reroll it and take the new result. 1st level only.","feats.ancestry.deliberate-death.name":"Deliberate Death","feats.ancestry.deliberate-death.description":"Once a day, a reaction when another creature in your melee reach would make you dying: Strike it before you fall unconscious. 1st level only.","feats.ancestry.duskwalker-lore.name":"Duskwalker Lore","feats.ancestry.duskwalker-lore.description":"You're trained in Medicine and Religion (a skill of your choice for each you'd already be trained in), and gain Additional Lore for Afterlife Lore (the realm of the dead's).","feats.ancestry.duskwalker-weapon-familiarity.name":"Duskwalker Weapon Familiarity","feats.ancestry.duskwalker-weapon-familiarity.description":"You have familiarity with the bo staff, longbow, composite longbow, scythe and staff: martial ones count as simple and advanced ones as martial for you. From 5th level, their critical specialization effects.","feats.ancestry.ghost-hunter.name":"Ghost Hunter","feats.ancestry.ghost-hunter.description":"Your weapon and unarmed Strikes against incorporeal creatures are magical; already magical, they gain the ghost touch rune's effects.","feats.ancestry.gravesight.name":"Gravesight","feats.ancestry.gravesight.description":"You gain darkvision. 1st level only; it can't be retrained.","feats.ancestry.lifesense.name":"Lifesense","feats.ancestry.lifesense.description":"You gain lifesense as an imprecise sense, 10 feet: you sense the vitality of living creatures and the void energy of undead, and tell them apart.","feats.ancestry.spirit-soother.name":"Spirit Soother","feats.ancestry.spirit-soother.description":"You can find haunts that need Searching without Searching, and get a +1 circumstance bonus to checks to disable haunts.","feats.ancestry.ward-against-corruption.name":"Ward Against Corruption","feats.ancestry.ward-against-corruption.description":"A +1 circumstance bonus to saves against death effects, diseases and effects of undead or corrupted psychopomps; +2 against an undead's death effect or disease.","feats.ancestry.duskwalker-magic.name":"Duskwalker Magic","feats.ancestry.duskwalker-magic.description":"You can cast augury and peaceful rest once a day each as 2nd-rank divine innate spells.","feats.ancestry.quietus-strikes.name":"Quietus Strikes","feats.ancestry.quietus-strikes.description":"Your weapon and unarmed Strikes are magical and deal 1 extra void damage to living creatures and 1 extra vitality damage to undead (2 with a +3 weapon potency rune).","feats.ancestry.resist-ruin.name":"Resist Ruin","feats.ancestry.resist-ruin.description":"You gain void resistance 5, and can cast false vitality once a day as a 5th-rank divine innate spell.","feats.ancestry.call-of-the-afterlife.name":"Call of the Afterlife","feats.ancestry.call-of-the-afterlife.description":"You can cast interplanar teleport as a divine innate spell twice a week, only to or from the realm of the dead, needing no planar key.","effects.speed-circumstance-penalty.name":"Speed penalty (circumstance)","effects.speed-status-penalty.name":"Speed penalty (status)","feats.ancestry.accursed-claws.description":"A critical hit with a claw Strike deals 1d4 persistent mental damage too.","feats.ancestry.accursed-claws.name":"Accursed Claws","feats.ancestry.accursed-claws.prerequisites.claws":"A claw unarmed attack","feats.ancestry.adapted-cantrip.description":"Choose a cantrip from another tradition; you can prepare it or add it to your repertoire, and cast it as a spell of your class's tradition. Requires the spellcasting class feature.","feats.ancestry.adapted-cantrip.prerequisites.spellcasting":"The spellcasting class feature","feats.ancestry.adapted-cantrip.name":"Adapted Cantrip","feats.ancestry.adaptive-adept.description":"Choose a cantrip or 1st-rank spell of your Adapted Cantrip's tradition; you gain it as you did that cantrip (not its heightened versions). Requires Adapted Cantrip and the ability to cast 3rd-rank spells.","feats.ancestry.adaptive-adept.prerequisites.rank":"You can cast 3rd-rank spells","feats.ancestry.adaptive-adept.name":"Adaptive Adept","feats.ancestry.adaptive-adept.prerequisites.adapted-cantrip":"Adapted Cantrip","feats.ancestry.advanced-general-training.choices.feat.prompt":"General feat","feats.ancestry.advanced-general-training.description":"You gain a general feat of 7th level or lower whose prerequisites you meet. You can take this feat more than once.","feats.ancestry.advanced-general-training.name":"Advanced General Training","feats.ancestry.ageless-patience.description":"Taking twice as long on a Perception or skill check of 1 action or more gives a +2 circumstance bonus, and a natural 1 doesn't lower the degree of success.","feats.ancestry.ageless-patience.name":"Ageless Patience","feats.ancestry.ancestral-longevity.choices.skill.prompt":"Skill trained until your next daily preparations","feats.ancestry.ancestral-longevity.description":"At your daily preparations, you become trained in one skill of your choice until you prepare again. This training can't satisfy prerequisites or receive skill increases.","feats.ancestry.ancestral-longevity.name":"Ancestral Longevity","feats.ancestry.ancestral-suspicion.description":"A +2 circumstance bonus to saves against effects that would control you and to Sense Motive checks to tell whether a creature is so influenced; a success on such a save is a critical success.","feats.ancestry.ancestral-suspicion.name":"Ancestral Suspicion","feats.ancestry.anchoring-roots.description":"You gain Steady Balance, even untrained in Acrobatics, and the Anchor action: until you move, a +2 circumstance bonus (+4 for a root leshy) to your Fortitude or Reflex DC against Reposition, Shove and Trip and to saves against being moved or knocked prone, and forced movement moves you half as far.","feats.ancestry.anchoring-roots.name":"Anchoring Roots","feats.ancestry.angelkin.description":"You descend from an angel: you're trained in Society (or another skill if you already were), know the Empyrean language, and gain Multilingual.","feats.ancestry.angelkin.name":"Angelkin","feats.ancestry.animal-accomplice.description":"You gain a familiar, an animal of your choice (often one that burrows).","feats.ancestry.animal-accomplice.name":"Animal Accomplice","feats.ancestry.animal-elocutionist.description":"You can speak with animals and use Diplomacy with them, and you gain a +1 circumstance bonus to Make an Impression on animals.","feats.ancestry.animal-elocutionist.name":"Animal Elocutionist","feats.ancestry.athletic-might.description":"A success on an Athletics check to Climb or Swim is a critical success.","feats.ancestry.athletic-might.name":"Athletic Might","feats.ancestry.avenge-ally.actions.avenge-ally.name":"Avenge Ally","feats.ancestry.avenge-ally.actions.avenge-ally.steps.weapon.prompt":"Weapon","feats.ancestry.avenge-ally.description":"1 action, once every 10 minutes, within 30 feet of a dying ally: make a Strike, rolling the attack twice and taking the higher.","feats.ancestry.avenge-ally.name":"Avenge Ally","feats.ancestry.bark-and-tendril.description":"You can cast entangling flora and oaken resilience as 2nd-rank primal innate spells once a day each.","feats.ancestry.bark-and-tendril.name":"Bark and Tendril","feats.ancestry.beast-trainer.choices.feat.prompt":"Pet or Train Animal","feats.ancestry.beast-trainer.description":"You're trained in Nature (a skill of your choice if you already are), and gain your choice of the Pet or Train Animal feat.","feats.ancestry.beast-trainer.name":"Beast Trainer","feats.ancestry.bestial-manifestation.choices.attack.prompt":"Unarmed attack","feats.ancestry.bestial-manifestation.description":"You gain an unarmed attack of your choice, brawling group: claw (1d4 slashing, agile, finesse, versatile piercing), hoof (1d6 bludgeoning, finesse), jaws (1d6 piercing, finesse) or tail (1d4 bludgeoning, agile, finesse). 1st level only; it can't be retrained or changed.","feats.ancestry.bestial-manifestation.name":"Bestial Manifestation","feats.ancestry.blessed-blood.description":"Your blood works like holy water: a fiend, undead or creature weak to holy that drinks it or bites you for piercing or slashing damage takes 1d6 holy spirit damage. +4 circumstance bonus to Craft holy water with it.","feats.ancestry.blessed-blood.name":"Blessed Blood","feats.ancestry.bloody-blows.description":"A critical hit with a lethal unarmed attack deals 1d4 persistent bleed damage.","feats.ancestry.bloody-blows.name":"Bloody Blows","feats.ancestry.boulder-roll.description":"Two actions. Step into the space of a foe your size or smaller, pushing it into the space behind it. It can attempt a Fortitude save against your Athletics DC to block you, taking bludgeoning damage equal to your level + your Strength modifier unless it critically succeeds.","feats.ancestry.boulder-roll.name":"Boulder Roll","feats.ancestry.boulder-roll.prerequisites.rock-runner":"Rock Runner","feats.ancestry.bounce-back.description":"Free action once a day, when you lose the dying condition: your wounded value doesn't rise.","feats.ancestry.bounce-back.name":"Bounce Back","feats.ancestry.brine-may.description":"A success to Swim is a critical success, and you don't sink when you end your turn in water without a successful Swim.","feats.ancestry.brine-may.name":"Brine May","feats.ancestry.burn-it.description":"Your fire spells and alchemical items gain a status bonus to damage of half the spell's rank or a quarter of the item's level (at least +1), and persistent fire damage you deal gains a +1 status bonus.","feats.ancestry.burn-it.name":"Burn It!","feats.ancestry.call-of-the-green-man.description":"You can cast plant form as a 5th-rank primal innate spell once a day (6th from 17th level).","feats.ancestry.call-of-the-green-man.name":"Call of the Green Man","feats.ancestry.called.description":"+1 circumstance bonus to Will saves against mental effects, and a success against a mental effect that would control you is a critical success.","feats.ancestry.called.name":"Called","feats.ancestry.callow-may.description":"You gain Charming Liar. When you roll Deception for initiative, foes who haven't acted yet are off-guard to you.","feats.ancestry.callow-may.name":"Callow May","feats.ancestry.cautious-curiosity.description":"You can cast disguise magic and silence as 2nd-rank innate spells once a day each, of your gnome options' arcane or occult tradition, on yourself only.","feats.ancestry.cautious-curiosity.name":"Cautious Curiosity","feats.ancestry.cautious-curiosity.prerequisites.innate":"An arcane or occult innate spell from a gnome heritage or ancestry feat","feats.ancestry.cave-climber.description":"You gain a climb Speed of 10 feet.","feats.ancestry.cave-climber.name":"Cave Climber","feats.ancestry.ceaseless-shadows.description":"You can Hide or Sneak without cover or concealment, and cover from creatures is one step better for you (lesser to standard, standard to greater).","feats.ancestry.ceaseless-shadows.name":"Ceaseless Shadows","feats.ancestry.ceaseless-shadows.prerequisites.distracting-shadows":"Distracting Shadows","feats.ancestry.celestial-magic.choices.spells.options.clear-mind.name":"Clear mind","feats.ancestry.celestial-magic.choices.spells.options.everlight.name":"Everlight","feats.ancestry.celestial-magic.choices.spells.options.humanoid-form.name":"Humanoid form","feats.ancestry.celestial-magic.choices.spells.options.revealing-light.name":"Revealing light","feats.ancestry.celestial-magic.choices.spells.options.share-life.name":"Share life","feats.ancestry.celestial-magic.choices.spells.options.sure-footing.name":"Sure footing","feats.ancestry.celestial-magic.choices.spells.prompt":"Spells (two)","feats.ancestry.celestial-magic.description":"Choose two of clear mind, everlight, humanoid form, revealing light, share life and sure footing: you can cast each once a day as a 2nd-rank divine innate spell.","feats.ancestry.celestial-magic.name":"Celestial Magic","feats.ancestry.celestial-magic.prerequisites.lineage":"Angelkin, Lawbringer or Musetouched","feats.ancestry.celestial-mercy.description":"You can cast cleanse affliction twice a day as a 4th-rank divine innate spell.","feats.ancestry.celestial-mercy.name":"Celestial Mercy","feats.ancestry.celestial-mercy.prerequisites.lineage":"Angelkin, Lawbringer or Musetouched","feats.ancestry.changeling-lore.description":"You're trained in Deception and Occultism (or other skills if you already were), and gain Additional Lore for Hag Lore.","feats.ancestry.changeling-lore.name":"Changeling Lore","feats.ancestry.city-scavenger.description":"A +1 circumstance bonus to Subsist, and you can Subsist with Society or Survival in a settlement; in a city you can Earn Income at the same time, with a +1 circumstance bonus. An irongut goblin's bonuses are +2.","feats.ancestry.city-scavenger.name":"City Scavenger","feats.ancestry.clever-improviser.description":"You gain Untrained Improvisation, and you can attempt skill actions that require training while untrained.","feats.ancestry.clever-improviser.name":"Clever Improviser","feats.ancestry.cling.description":"1 action after a successful Strike, with a free hand: you hang on to the foe and move with it until you let go, the start of your next turn, or it Escapes against your Acrobatics DC.","feats.ancestry.cling.name":"Cling","feats.ancestry.cloak-of-poison.description":"2 actions once a day: for a minute, a creature that touches you or hits you with an unarmed attack or a melee weapon without reach takes 3d6 poison damage.","feats.ancestry.cloak-of-poison.name":"Cloak of Poison","feats.ancestry.cooperative-nature.description":"A +4 circumstance bonus to checks to Aid.","feats.ancestry.cooperative-nature.name":"Cooperative Nature","feats.ancestry.cooperative-soul.description":"As an expert in the skill you Aid with, a failure or critical failure to Aid is a success.","feats.ancestry.cooperative-soul.name":"Cooperative Soul","feats.ancestry.cultural-adaptability.choices.ancestry.prompt":"Adopted ancestry","feats.ancestry.cultural-adaptability.choices.feat.prompt":"1st-level ancestry feat of the adopted ancestry","feats.ancestry.cultural-adaptability.description":"You gain Adopted Ancestry, choosing another ancestry, and a 1st-level ancestry feat of that ancestry.","feats.ancestry.cultural-adaptability.name":"Cultural Adaptability","feats.ancestry.dance-underfoot.description":"You can end a successful Tumble Through in a Large or larger enemy's space, and Step Lively into the triggering enemy's space.","feats.ancestry.dance-underfoot.name":"Dance Underfoot","feats.ancestry.dance-underfoot.prerequisites.step-lively":"Step Lively","feats.ancestry.defy-death.description":"Your recovery checks are DC 9 + your dying value (8 + with Toughness). Magic that returns you to life doesn't leave you debilitated for a week.","feats.ancestry.defy-death.name":"Defy Death","feats.ancestry.defy-death.prerequisites.orc-ferocity":"Orc Ferocity","feats.ancestry.defy-the-darkness.description":"You gain greater darkvision, seeing through magical darkness. You can't cast spells, activate items or use abilities with the darkness trait.","feats.ancestry.defy-the-darkness.name":"Defy the Darkness","feats.ancestry.defy-the-darkness.prerequisites.darkvision":"Darkvision","feats.ancestry.distracting-shadows.description":"You can use creatures at least one size larger than you as cover to Hide and Sneak.","feats.ancestry.distracting-shadows.name":"Distracting Shadows","feats.ancestry.divine-countermeasures.description":"+1 circumstance bonus to saves against divine effects.","feats.ancestry.divine-countermeasures.name":"Divine Countermeasures","feats.ancestry.divine-declaration.description":"Once a day, you can cast divine decree as a 7th-rank divine innate spell.","feats.ancestry.divine-declaration.name":"Divine Declaration","feats.ancestry.divine-wings.description":"2 actions once a day: wings give you a fly Speed equal to your Speed for 10 minutes.","feats.ancestry.divine-wings.name":"Divine Wings","feats.ancestry.dream-may.description":"+2 circumstance bonus to saves against sleep and dream effects. Sleep heals you twice as much and lowers drained and doomed by 2.","feats.ancestry.dream-may.name":"Dream May","feats.ancestry.dwarven-doughtiness.description":"At the end of your turn, your frightened value drops by 2 instead of 1.","feats.ancestry.dwarven-doughtiness.name":"Dwarven Doughtiness","feats.ancestry.dwarven-lore.description":"You're trained in Crafting and Religion (one you're already trained in becomes a training in a skill of your choice), and you gain Additional Lore for Dwarf Lore.","feats.ancestry.dwarven-lore.name":"Dwarven Lore","feats.ancestry.dwarven-reinforcement.description":"An hour's work gives an item or a section of a structure a +1 circumstance bonus to its Hardness for 24 hours (+2 if you're a master in Crafting, +3 if legendary).","feats.ancestry.dwarven-reinforcement.name":"Dwarven Reinforcement","feats.ancestry.dwarven-reinforcement.prerequisites.expert-crafting":"Expert in Crafting","feats.ancestry.dwarven-weapon-familiarity.description":"You have access to uncommon dwarf weapons. For proficiency, dwarf weapons, the battle axe, pick and warhammer count as simple if martial and as martial if advanced. From 5th level, critical hits with them get their critical specialization effect.","feats.ancestry.dwarven-weapon-familiarity.name":"Dwarven Weapon Familiarity","feats.ancestry.earned-glory.description":"You're trained in Performance (or another skill if you already were) and gain Impressive Performance. A critical failure with Performance to Make an Impression on an elf is a failure.","feats.ancestry.earned-glory.name":"Earned Glory","feats.ancestry.echoes-in-stone.description":"1 action, standing on stone or earth: you gain imprecise tremorsense 20 feet until the start of your next turn.","feats.ancestry.echoes-in-stone.name":"Echoes in Stone","feats.ancestry.elf-atavism.choices.heritage.prompt":"Elf heritage","feats.ancestry.elf-atavism.description":"You gain the benefits of an elf heritage of your elven ancestors, if your body allows it. You can take this feat only at 1st level.","feats.ancestry.elf-atavism.name":"Elf Atavism","feats.ancestry.elf-step.description":"1 action: you Step 5 feet twice.","feats.ancestry.elf-step.name":"Elf Step","feats.ancestry.elven-lore.description":"You're trained in Arcana and Nature (one you're already trained in becomes a training in a skill of your choice), and you gain Additional Lore for Elf Lore.","feats.ancestry.elven-lore.name":"Elven Lore","feats.ancestry.elven-weapon-familiarity.description":"You have access to uncommon elf weapons. For proficiency, elf weapons, longbows, composite longbows, rapiers, shortbows and composite shortbows count as simple if martial and as martial if advanced. From 5th level, critical hits with them get their critical specialization effect.","feats.ancestry.elven-weapon-familiarity.name":"Elven Weapon Familiarity","feats.ancestry.energized-font.description":"One action, once per day: regain 1 Focus Point, up to your maximum. Requires a focus pool and an innate spell from a gnome heritage or feat that shares a tradition with one of your focus spells.","feats.ancestry.energized-font.name":"Energized Font","feats.ancestry.energized-font.prerequisites.focus":"A focus pool","feats.ancestry.energized-font.actions.energize.name":"Energized Font","feats.ancestry.energized-font.actions.energize.description":"Regain 1 Focus Point (once a day).","feats.ancestry.energized-font.actions.energize.results.energized.name":"Focus Point regained","feats.ancestry.eternal-wings.description":"Your Divine Wings are always manifested.","feats.ancestry.eternal-wings.name":"Eternal Wings","feats.ancestry.eternal-wings.prerequisites.divine-wings":"Divine Wings","feats.ancestry.expert-longevity.choices.skill.prompt":"Trained skill to be an expert in until your next daily preparations","feats.ancestry.expert-longevity.description":"When you pick Ancestral Longevity's skill, you also become an expert in a skill you're trained in, until it expires; then you may retrain a skill increase into either.","feats.ancestry.expert-longevity.name":"Expert Longevity","feats.ancestry.expert-longevity.prerequisites.ancestral-longevity":"Ancestral Longevity","feats.ancestry.extraplanar-supplication.choices.spell.options.bane.name":"Bane","feats.ancestry.extraplanar-supplication.choices.spell.options.bless.name":"Bless","feats.ancestry.extraplanar-supplication.choices.spell.prompt":"Spell","feats.ancestry.extraplanar-supplication.description":"Choose bless or bane: you can cast it once a day as a 1st-rank divine innate spell.","feats.ancestry.extraplanar-supplication.name":"Extraplanar Supplication","feats.ancestry.ferocious-beasts.description":"Your animal companions, pets, familiars and bonded animals gain Orc Ferocity (and Undying Ferocity's benefit if you have it), with a reaction a round for it.","feats.ancestry.ferocious-beasts.name":"Ferocious Beasts","feats.ancestry.ferocious-beasts.prerequisites.companion":"Bonded Animal, an animal companion or Pet","feats.ancestry.ferocious-beasts.prerequisites.orc-ferocity":"Orc Ferocity","feats.ancestry.fey-fellowship.description":"A +2 circumstance bonus to Perception checks and saving throws against fey. In a social meeting with a fey, you can Make an Impression at once with a -5 penalty, and on a failure try again after a minute of conversation.","feats.ancestry.fey-fellowship.name":"Fey Fellowship","feats.ancestry.fiendish-magic.choices.spells.options.disguise-magic.name":"Disguise magic","feats.ancestry.fiendish-magic.choices.spells.options.false-vitality.name":"False vitality","feats.ancestry.fiendish-magic.choices.spells.options.invisibility.name":"Invisibility","feats.ancestry.fiendish-magic.choices.spells.options.paranoia.name":"Paranoia","feats.ancestry.fiendish-magic.choices.spells.options.see-the-unseen.name":"See the unseen","feats.ancestry.fiendish-magic.choices.spells.options.shatter.name":"Shatter","feats.ancestry.fiendish-magic.choices.spells.prompt":"Spells (two)","feats.ancestry.fiendish-magic.description":"Choose two of disguise magic, false vitality, invisibility, see the unseen, shatter and paranoia: you can cast each once a day as a 2nd-rank divine innate spell.","feats.ancestry.fiendish-magic.name":"Fiendish Magic","feats.ancestry.fiendish-magic.prerequisites.lineage":"Grimspawn, Pitborn or Hellspawn","feats.ancestry.fey-realm-adept.description":"You can cast invisibility and revealing light as 2nd-rank primal innate spells once a day each.","feats.ancestry.fey-realm-adept.name":"Fey Realm Adept","feats.ancestry.fey-realm-adept.prerequisites.innate":"A primal innate spell","feats.ancestry.fey-realm-magic.description":"Choose a primal cantrip. You can cast it at will as a primal innate spell, heightened to half your level rounded up.","feats.ancestry.fey-realm-magic.name":"Fey Realm Magic","feats.ancestry.fey-realm-magic.choices.cantrip.prompt":"Primal cantrip","feats.ancestry.flourish-and-ruin.description":"You can cast field of life and tangling creepers as 6th-rank primal innate spells once a day each.","feats.ancestry.flourish-and-ruin.name":"Flourish and Ruin","feats.ancestry.folksy-patter.description":"You hide a three-word message in idle talk. Your listener needs a DC 20 Perception check to understand it (DC 15 for a halfling or one with this feat, DC 10 for both); eavesdroppers need to beat your Deception DC.","feats.ancestry.folksy-patter.name":"Folksy Patter","feats.ancestry.forlorn.description":"A +1 circumstance bonus to saving throws against emotion effects, and a success on one is a critical success.","feats.ancestry.forlorn.name":"Forlorn","feats.ancestry.general-training.choices.feat.prompt":"1st-level general feat","feats.ancestry.general-training.description":"You gain a 1st-level general feat.","feats.ancestry.general-training.name":"General Training","feats.ancestry.gnome-obsession.choices.lore.prompt":"Lore","feats.ancestry.gnome-obsession.description":"You gain Additional Lore and Assurance for a Lore of your choice: trained, then expert at 3rd level, master at 7th and legendary at 15th. You can retrain it to another Lore in a day of downtime.","feats.ancestry.gnome-obsession.name":"Gnome Obsession","feats.ancestry.gnome-weapon-familiarity.description":"You have access to kukris and uncommon gnome weapons. For proficiency, gnome weapons, the glaive and the kukri count as simple if martial and as martial if advanced. From 5th level, critical hits with them get their critical specialization effect.","feats.ancestry.gnome-weapon-familiarity.name":"Gnome Weapon Familiarity","feats.ancestry.goblin-lore.description":"You're trained in Nature and Stealth (one you're already trained in becomes a training in a skill of your choice), and you gain Additional Lore for Goblin Lore.","feats.ancestry.goblin-lore.name":"Goblin Lore","feats.ancestry.goblin-scuttle.description":"Reaction, when an ally ends a move action adjacent to you: you Step.","feats.ancestry.goblin-scuttle.name":"Goblin Scuttle","feats.ancestry.goblin-song.actions.goblin-song.name":"Goblin Song","feats.ancestry.goblin-song.actions.goblin-song.params.dc.name":"Target's Will DC","feats.ancestry.goblin-song.description":"One action: a Performance check against the Will DC of an enemy within 30 feet (two targets if you're an expert, four if a master, eight if legendary). Critical success: -1 status penalty to its Perception checks and Will saves for 1 minute; success: for 1 round; critical failure: it's immune for 1 hour.","feats.ancestry.goblin-song.name":"Goblin Song","feats.ancestry.goblin-weapon-familiarity.description":"You have access to uncommon goblin weapons. For proficiency, goblin weapons count as simple if martial and as martial if advanced. From 5th level, critical hits with them get their critical specialization effect.","feats.ancestry.goblin-weapon-familiarity.name":"Goblin Weapon Familiarity","feats.ancestry.grasping-reach.description":"With a two-handed melee weapon without reach that deals at least 1d6, you can switch with an Interact action to an extended grasp: reach 10 feet, but its damage die one size smaller.","feats.ancestry.grasping-reach.name":"Grasping Reach","feats.ancestry.grimspawn.description":"You descend from a daemon and cling to life: you gain Diehard.","feats.ancestry.grimspawn.name":"Grimspawn","feats.ancestry.group-aid.description":"After you Aid an ally's skill check (not an attack), you can Aid each other ally attempting the same check that round as a free action.","feats.ancestry.group-aid.name":"Group Aid","feats.ancestry.guiding-luck.description":"You can use Halfling Luck twice a day: once as usual, and once when you fail a Perception check or attack roll.","feats.ancestry.guiding-luck.name":"Guiding Luck","feats.ancestry.guiding-luck.prerequisites.halfling-luck":"Halfling Luck","feats.ancestry.hag-claws.description":"You gain a claw unarmed attack: 1d4 slashing, brawling group, agile, finesse. You can take this feat whenever you gain an ancestry feat.","feats.ancestry.hag-claws.name":"Hag Claws","feats.ancestry.hag-magic.choices.spell.options.augury.name":"Augury","feats.ancestry.hag-magic.choices.spell.options.charm.name":"Charm","feats.ancestry.hag-magic.choices.spell.options.clairvoyance.name":"Clairvoyance","feats.ancestry.hag-magic.choices.spell.options.clairaudience.name":"Clairaudience","feats.ancestry.hag-magic.choices.spell.options.dream-message.name":"Dream message","feats.ancestry.hag-magic.choices.spell.options.earthbind.name":"Earthbind","feats.ancestry.hag-magic.choices.spell.options.humanoid-form.name":"Humanoid form","feats.ancestry.hag-magic.choices.spell.options.illusory-disguise.name":"Illusory disguise","feats.ancestry.hag-magic.choices.spell.options.water-walk.name":"Water walk","feats.ancestry.hag-magic.choices.spell.prompt":"Hag spell","feats.ancestry.hag-magic.description":"Choose a common spell of 4th rank or lower that covens or your mother's kind of hag can cast: you can cast it once a day as a 4th-rank occult innate spell.","feats.ancestry.hag-magic.name":"Hag Magic","feats.ancestry.hags-sight.description":"You gain darkvision.","feats.ancestry.hags-sight.name":"Hag's Sight","feats.ancestry.halfling-lore.description":"You're trained in Acrobatics and Stealth (one you're already trained in becomes a training in a skill of your choice), and you gain Additional Lore for Halfling Lore.","feats.ancestry.halfling-lore.name":"Halfling Lore","feats.ancestry.halfling-luck.description":"Free action, once per day, when you fail a skill check or saving throw: reroll it and use the new result.","feats.ancestry.halfling-luck.name":"Halfling Luck","feats.ancestry.halfling-luck.prerequisites.not-jinxed":"Not a jinxed halfling","feats.ancestry.halfling-weapon-familiarity.description":"You have access to uncommon halfling weapons. For proficiency, halfling weapons, the sling and the shortsword count as simple if martial and as martial if advanced. From 5th level, critical hits with them get their critical specialization effect.","feats.ancestry.halfling-weapon-familiarity.name":"Halfling Weapon Familiarity","feats.ancestry.halo.description":"A halo sheds light as the divine light cantrip, heightened to half your level rounded up; you can Sustain to suppress or restore it.","feats.ancestry.halo.name":"Halo","feats.ancestry.hardy-traveler.description":"Your maximum and encumbered Bulk limits rise by 1, and you get a +10-foot circumstance bonus to Speed for overland travel.","feats.ancestry.hardy-traveler.name":"Hardy Traveler","feats.ancestry.harmlessly-cute.description":"You gain Shameless Request, and a +1 circumstance bonus to initiative when you roll Deception for it.","feats.ancestry.harmlessly-cute.name":"Harmlessly Cute","feats.ancestry.haughty-obstinacy.description":"A success on a save against a mental effect that would directly control your actions is a critical success, and a creature's failure to Coerce you is a critical failure.","feats.ancestry.haughty-obstinacy.name":"Haughty Obstinacy","feats.ancestry.hellspawn.description":"You descend from devils: you're trained in Deception (or another skill if you already were) and Legal Lore, and gain Lie to Me.","feats.ancestry.hellspawn.name":"Hellspawn","feats.ancestry.heroic-presence.description":"1 action once a day: up to 10 willing creatures within 30 feet gain the effects of a 6th-rank zealous conviction.","feats.ancestry.heroic-presence.name":"Heroic Presence","feats.ancestry.hold-mark.choices.mark.options.burning-sun.name":"Burning Sun: Diplomacy, arcane spells","feats.ancestry.hold-mark.choices.mark.options.deaths-head.name":"Death's Head: Survival, primal spells","feats.ancestry.hold-mark.choices.mark.options.defiled-corpse.name":"Defiled Corpse: Religion, divine spells","feats.ancestry.hold-mark.choices.mark.options.empty-hand.name":"Empty Hand: Intimidation, occult spells","feats.ancestry.hold-mark.choices.mark.prompt":"Emblem","feats.ancestry.hold-mark.description":"Choose an emblem, worn as a brand or tattoo: you're trained in its skill and gain a +1 status bonus to saves against spells of its tradition. Burning Sun: Diplomacy, arcane. Death's Head: Survival, primal. Defiled Corpse: Religion, divine. Empty Hand: Intimidation, occult.","feats.ancestry.hold-mark.name":"Hold Mark","feats.ancestry.homeward-bound.description":"Twice a week, you can cast interplanar teleport as a primal innate spell, only between the realm of the fey and the mortal world, without a planar key.","feats.ancestry.homeward-bound.name":"Homeward Bound","feats.ancestry.illusion-sense.description":"A +1 circumstance bonus to Perception checks and Will saves against illusions. Within 10 feet of an illusion you could disbelieve, the GM rolls a secret check for you to do so.","feats.ancestry.illusion-sense.name":"Illusion Sense","feats.ancestry.incredible-ferocity.description":"You can use Orc Ferocity once an hour instead of once a day.","feats.ancestry.incredible-ferocity.name":"Incredible Ferocity","feats.ancestry.incredible-ferocity.prerequisites.orc-ferocity":"Orc Ferocity","feats.ancestry.incredible-improvisation.description":"Free action once a day, when you attempt a check with a skill you're untrained in: +4 circumstance bonus to it.","feats.ancestry.incredible-improvisation.name":"Incredible Improvisation","feats.ancestry.inspire-imitation.description":"When you critically succeed at a skill check, you can Aid an ally using the same skill without preparing.","feats.ancestry.inspire-imitation.name":"Inspire Imitation","feats.ancestry.instinctive-obfuscation.description":"Reaction once an hour, when a foe attacks you before rolling: it must succeed at a DC 10 flat check or hit an illusory double instead.","feats.ancestry.instinctive-obfuscation.name":"Instinctive Obfuscation","feats.ancestry.instinctive-obfuscation.prerequisites.innate":"An arcane or occult innate spell from a gnome heritage or ancestry feat","feats.ancestry.iron-fists.description":"Your fist unarmed attacks lose the nonlethal trait and gain the shove trait.","feats.ancestry.iron-fists.name":"Iron Fists","feats.ancestry.irrepressible.description":"A success on a save against an emotion effect is a critical success; a gutsy halfling's critical failure on one is a failure.","feats.ancestry.irrepressible.name":"Irrepressible","feats.ancestry.junk-tinker.description":"You can Craft level 0 items out of junk for a quarter of the Price; they're shoddy, but you take no penalty for using shoddy items you made. Junk also discounts other items you Craft as if you'd worked an extra day.","feats.ancestry.junk-tinker.name":"Junk Tinker","feats.ancestry.kneecap.actions.kneecap.name":"Kneecap","feats.ancestry.kneecap.actions.kneecap.steps.weapon.prompt":"Choose a melee weapon","feats.ancestry.kneecap.description":"One action: a melee Strike that deals no damage; on a hit the target takes a -10-foot status penalty to its Speed for 1 round (-15 feet on a critical hit).","feats.ancestry.kneecap.name":"Kneecap","feats.ancestry.lawbringer.description":"You descend from archons: +1 circumstance bonus to saves against emotion effects, and a success on one is a critical success.","feats.ancestry.lawbringer.name":"Lawbringer","feats.ancestry.leshy-glide.description":"One action: you glide 5 feet down and up to 25 feet forward; gliding at least once a round keeps you in the air at the end of your turn.","feats.ancestry.leshy-glide.name":"Leshy Glide","feats.ancestry.leshy-glide.prerequisites.leaf-or-cat-fall":"Leaf leshy heritage or Cat Fall","feats.ancestry.leshy-lore.description":"You're trained in Nature and Stealth (one you're already trained in becomes a training in a skill of your choice), and you gain Additional Lore for Leshy Lore.","feats.ancestry.leshy-lore.name":"Leshy Lore","feats.ancestry.leshy-superstition.description":"Reaction, before a saving throw against a spell or magical effect: a +1 circumstance bonus to that save.","feats.ancestry.leshy-superstition.name":"Leshy Superstition","feats.ancestry.life-leap.description":"1 action, adjacent to a living creature: you pass through it to the opposite side, without triggering reactions, within your Speed.","feats.ancestry.life-leap.name":"Life Leap","feats.ancestry.loud-singer.description":"Your Goblin Song reaches 60 feet and one more target.","feats.ancestry.loud-singer.name":"Loud Singer","feats.ancestry.loud-singer.prerequisites.goblin-song":"Goblin Song","feats.ancestry.lucky-keepsake.description":"You always have Leshy Superstition's +1 circumstance bonus to saves against spells and magical effects, as long as you keep your keepsake.","feats.ancestry.lucky-keepsake.name":"Lucky Keepsake","feats.ancestry.lucky-keepsake.prerequisites.leshy-superstition":"Leshy Superstition","feats.ancestry.magic-rider.description":"A teleportation spell that moves several creatures can take one more when you're a target, and a teleport with you lands within a mile of its mark.","feats.ancestry.magic-rider.name":"Magic Rider","feats.ancestry.march-the-mines.description":"2 actions: you gain a burrow Speed of 15 feet, then Stride or Burrow twice, bringing an adjacent willing ally along behind you.","feats.ancestry.march-the-mines.name":"March the Mines","feats.ancestry.martial-experience.description":"With a weapon you aren't trained in, your proficiency bonus equals your level. At 11th level, you become trained in all weapons.","feats.ancestry.martial-experience.name":"Martial Experience","feats.ancestry.mist-child.description":"The flat check to target you is DC 6 while you're concealed and DC 12 while you're hidden.","feats.ancestry.mist-child.name":"Mist Child","feats.ancestry.monstrous-peacemaker.description":"+1 circumstance bonus to Diplomacy with intelligent non-humanoids and with humanoids human society shuns (giants, goblins, kobolds, orcs and others), and to Sense Motive against them.","feats.ancestry.monstrous-peacemaker.name":"Monstrous Peacemaker","feats.ancestry.mountain-strategy.description":"A +1 circumstance bonus to damage per weapon die against creatures with the giant, goblin or orc trait (your GM may add others), and for 1 minute against a creature that critically hit and damaged you.","feats.ancestry.mountain-strategy.name":"Mountain Strategy","feats.ancestry.mountains-stoutness.description":"Your maximum Hit Points rise by your level, and your recovery checks are DC 9 + your dying value (6 + it if you also have Toughness).","feats.ancestry.mountains-stoutness.name":"Mountain's Stoutness","feats.ancestry.multitalented.description":"You gain a 2nd-level multiclass dedication feat, even before finishing another archetype; an aiuvarin ignores its attribute prerequisites.","feats.ancestry.multitalented.name":"Multitalented","feats.ancestry.multitalented.choices.dedication.prompt":"Multiclass dedication","feats.ancestry.musetouched.description":"You descend from azatas: +1 circumstance bonus to Escape; a critical failure to Escape is a failure and a success a critical success.","feats.ancestry.musetouched.name":"Musetouched","feats.ancestry.natural-ambition.choices.feat.prompt":"Feat","feats.ancestry.natural-ambition.description":"You gain a 1st-level class feat of your class.","feats.ancestry.natural-ambition.name":"Natural Ambition","feats.ancestry.natural-skill.choices.skills.prompt":"Two skills to be trained in","feats.ancestry.natural-skill.description":"You're trained in two skills of your choice.","feats.ancestry.natural-skill.name":"Natural Skill","feats.ancestry.nephilim-eyes.description":"You gain darkvision.","feats.ancestry.nephilim-eyes.name":"Nephilim Eyes","feats.ancestry.nephilim-eyes.prerequisites.low-light":"Low-light vision","feats.ancestry.nephilim-lore.choices.skill.options.diplomacy.name":"Diplomacy","feats.ancestry.nephilim-lore.choices.skill.options.intimidation.name":"Intimidation","feats.ancestry.nephilim-lore.choices.skill.prompt":"Skill to train","feats.ancestry.nephilim-lore.description":"You're trained in Diplomacy or Intimidation, and Religion (or other skills if you already were), and gain Additional Lore for a plane of your lineage.","feats.ancestry.nephilim-lore.name":"Nephilim Lore","feats.ancestry.nephilim-resistance.choices.type.options.acid.name":"Acid","feats.ancestry.nephilim-resistance.choices.type.options.cold.name":"Cold","feats.ancestry.nephilim-resistance.choices.type.options.electricity.name":"Electricity","feats.ancestry.nephilim-resistance.choices.type.options.fire.name":"Fire","feats.ancestry.nephilim-resistance.choices.type.options.sonic.name":"Sonic","feats.ancestry.nephilim-resistance.choices.type.prompt":"Damage type","feats.ancestry.nephilim-resistance.description":"Choose acid, cold, electricity, fire or sonic: you gain resistance 5 to it.","feats.ancestry.nephilim-resistance.name":"Nephilim Resistance","feats.ancestry.nimble-elf.description":"Your Speed rises by 5 feet.","feats.ancestry.nimble-elf.name":"Nimble Elf","feats.ancestry.nimble-hooves.description":"Your Speed rises by 5 feet, not cumulative with another ancestry feat's Speed increase.","feats.ancestry.nimble-hooves.name":"Nimble Hooves","feats.ancestry.occult-resistance.description":"+1 circumstance bonus to saves against occult effects.","feats.ancestry.occult-resistance.name":"Occult Resistance","feats.ancestry.occult-resistance.prerequisites.expert":"Expert in Occultism","feats.ancestry.orc-ferocity.actions.ferocity.name":"Orc Ferocity","feats.ancestry.orc-ferocity.description":"Reaction, once per day, when you are reduced to 0 Hit Points but not killed: stay at 1 Hit Point instead, and your wounded value rises by 1.","feats.ancestry.orc-ferocity.name":"Orc Ferocity","feats.ancestry.orc-lore.description":"You're trained in Athletics and Survival (one you're already trained in becomes a training in a skill of your choice), and you gain Additional Lore for Orc Lore.","feats.ancestry.orc-lore.name":"Orc Lore","feats.ancestry.orc-sight.description":"You gain darkvision. You can take this feat only at 1st level.","feats.ancestry.orc-sight.name":"Orc Sight","feats.ancestry.orc-sight.prerequisites.low-light":"Low-light vision","feats.ancestry.orc-superstition.description":"Reaction, before a saving throw against a spell or magical effect: a +1 circumstance bonus to that save.","feats.ancestry.orc-superstition.name":"Orc Superstition","feats.ancestry.orc-weapon-familiarity.description":"You have access to uncommon orc weapons. For proficiency, orc weapons, the falchion and the greataxe count as simple if martial and as martial if advanced. From 5th level, critical hits with them get their critical specialization effect.","feats.ancestry.orc-weapon-familiarity.name":"Orc Weapon Familiarity","feats.ancestry.otherworldly-acumen.choices.spell.prompt":"2nd-rank arcane spell","feats.ancestry.otherworldly-acumen.description":"Choose a common 2nd-rank spell of the tradition of an innate spell an elf feat gave you (arcane, from Otherworldly Magic): you can cast it once a day as an innate spell. A day of downtime changes it.","feats.ancestry.otherworldly-acumen.name":"Otherworldly Acumen","feats.ancestry.otherworldly-acumen.prerequisites.innate":"An innate spell from an elf ancestry feat (Otherworldly Magic)","feats.ancestry.otherworldly-magic.description":"Choose an arcane cantrip. You can cast it at will as an arcane innate spell, heightened to half your level rounded up.","feats.ancestry.otherworldly-magic.name":"Otherworldly Magic","feats.ancestry.otherworldly-magic.choices.cantrip.prompt":"Arcane cantrip","feats.ancestry.pervasive-superstition.description":"You always have a +1 circumstance bonus to saves against spells and magical effects.","feats.ancestry.pervasive-superstition.name":"Pervasive Superstition","feats.ancestry.pervasive-superstition.prerequisites.orc-superstition":"Orc Superstition","feats.ancestry.pitborn.choices.feat.prompt":"Athletics skill feat","feats.ancestry.pitborn.description":"You descend from a demon: you're trained in Athletics (or another skill if you already were) and gain a common 1st-level skill feat that needs Athletics.","feats.ancestry.pitborn.name":"Pitborn","feats.ancestry.prairie-rider.description":"You're trained in Nature (a skill of your choice if you already are), and gain a +1 circumstance bonus to Command an Animal on a pony, riding dog or similar traditional mount.","feats.ancestry.prairie-rider.name":"Prairie Rider","feats.ancestry.project-persona.description":"One action: your armor looks like ordinary or fine clothes of your choice, its statistics unchanged, while you're conscious and wearing it. Seeking or touching it lets a creature disbelieve (DC your Will DC).","feats.ancestry.project-persona.name":"Project Persona","feats.ancestry.rampaging-ferocity.actions.rampaging-ferocity.name":"Rampaging Ferocity","feats.ancestry.rampaging-ferocity.actions.rampaging-ferocity.steps.weapon.prompt":"Melee weapon","feats.ancestry.rampaging-ferocity.description":"Free action when you use Orc Ferocity: make a melee Strike; if it drops a foe to 0 Hit Points, that Orc Ferocity doesn't count against its frequency.","feats.ancestry.rampaging-ferocity.name":"Rampaging Ferocity","feats.ancestry.rampaging-ferocity.prerequisites.orc-ferocity":"Orc Ferocity","feats.ancestry.razzle-dazzle.description":"Free action, once per hour, when you blind or dazzle a creature: the condition lasts 1 round longer.","feats.ancestry.razzle-dazzle.name":"Razzle-Dazzle","feats.ancestry.reckless-abandon.actions.reckless-abandon.name":"Reckless Abandon","feats.ancestry.reckless-abandon.description":"Free action once a day: for the rest of your turn, a failed save against a harmful effect is a success, and damage from enemies or hazards is the minimum.","feats.ancestry.reckless-abandon.name":"Reckless Abandon","feats.ancestry.regrowth.description":"You can cast regenerate as a 7th-rank primal innate spell once a day.","feats.ancestry.regrowth.name":"Regrowth","feats.ancestry.ritual-reversion.description":"Two actions: you take the form of an ordinary plant or fungus like the one you came from, as the one with plants spell, but you stay Small.","feats.ancestry.ritual-reversion.name":"Ritual Reversion","feats.ancestry.rock-runner.description":"You ignore difficult terrain of stone and earth. Balancing on narrow or uneven stone or earth, you aren't off-guard, and a success is a critical success.","feats.ancestry.rock-runner.name":"Rock Runner","feats.ancestry.rough-rider.description":"You gain the Ride feat, even without its prerequisites, and a +1 circumstance bonus to Command an Animal on a goblin dog or wolf mount. A wolf animal companion can be a mount.","feats.ancestry.rough-rider.name":"Rough Rider","feats.ancestry.scar-thick-skin.description":"The flat check to end persistent bleed damage is DC 10 for you instead of 15 (5 instead of 10 with especially appropriate help).","feats.ancestry.scar-thick-skin.name":"Scar-Thick Skin","feats.ancestry.scion-of-many-planes.choices.feat.prompt":"Lineage feat","feats.ancestry.scion-of-many-planes.description":"You gain another nephilim lineage feat you don't have, with all its benefits.","feats.ancestry.scion-of-many-planes.name":"Scion of Many Planes","feats.ancestry.seedpod.description":"You gain a seedpod ranged unarmed attack (1d4 bludgeoning, range increment 30 feet). On a critical hit, the target takes a -10-foot circumstance penalty to its Speed until the start of your next turn. It has no critical specialization effect.","feats.ancestry.seedpod.name":"Seedpod","feats.ancestry.sense-allies.description":"Willing allies within 60 feet that would be undetected by you are hidden instead, and the flat check to target them is 5 instead of 11.","feats.ancestry.sense-allies.name":"Sense Allies","feats.ancestry.shadow-of-the-wilds.description":"Outside urban areas, you always count as Covering Tracks, whatever you do while exploring.","feats.ancestry.shadow-of-the-wilds.name":"Shadow of the Wilds","feats.ancestry.shadow-self.actions.shadow-self.name":"Shadow Self","feats.ancestry.shadow-self.description":"Reaction once an hour, when you Hide or Sneak from all your foes: you're invisible for a minute or until you act with hostility, and seem to be hidden somewhere within 10 feet.","feats.ancestry.shadow-self.name":"Shadow Self","feats.ancestry.shadow-self.prerequisites.legendary":"Legendary in Stealth","feats.ancestry.skillful-tail.description":"Your tail can make simple Interact actions that need no check or fingers, such as opening an unlocked door; it can't hold items.","feats.ancestry.skillful-tail.name":"Skillful Tail","feats.ancestry.skittering-scuttle.description":"Goblin Scuttle lets you Stride up to half your Speed instead of Stepping.","feats.ancestry.skittering-scuttle.name":"Skittering Scuttle","feats.ancestry.skittering-scuttle.prerequisites.goblin-scuttle":"Goblin Scuttle","feats.ancestry.slag-may.description":"You gain cold iron claws: 1d6 slashing, brawling group, grapple.","feats.ancestry.slag-may.name":"Slag May","feats.ancestry.slip-sideways.description":"Once a day, you can cast translocate as a 5th-rank divine innate spell.","feats.ancestry.slip-sideways.name":"Slip Sideways","feats.ancestry.slip-sideways.prerequisites.lineage":"Grimspawn, Pitborn or Hellspawn","feats.ancestry.solar-rejuvenation.actions.solar-rest.name":"Rest 10 minutes (Solar Rejuvenation)","feats.ancestry.solar-rejuvenation.description":"Resting 10 minutes outdoors by day (or in a fitting place) heals you your Constitution modifier × half your level, on top of Treat Wounds.","feats.ancestry.solar-rejuvenation.name":"Solar Rejuvenation","feats.ancestry.speak-with-kindred.description":"You can speak with plants and fungi and use Diplomacy with them, with a +2 circumstance bonus with those of your own kind.","feats.ancestry.speak-with-kindred.name":"Speak with Kindred","feats.ancestry.spell-devourer.description":"When you succeed at a save against a spell or magical effect, you gain temporary Hit Points of twice its rank (or its level) until the end of your next turn.","feats.ancestry.spell-devourer.name":"Spell Devourer","feats.ancestry.spell-devourer.prerequisites.pervasive-superstition":"Pervasive Superstition","feats.ancestry.step-lively.description":"Reaction, when a Large or larger enemy ends a move action adjacent to you: you Step to another space adjacent to it.","feats.ancestry.step-lively.name":"Step Lively","feats.ancestry.stone-bones.actions.stone-bones.name":"Stone Bones","feats.ancestry.stone-bones.description":"Reaction when a critical hit deals you physical damage: on a DC 17 flat check, it becomes an ordinary hit.","feats.ancestry.stone-bones.name":"Stone Bones","feats.ancestry.stonegate.description":"You can cast magic passage as a 7th-rank divine innate spell once a day, only through earth or stone.","feats.ancestry.stonegate.name":"Stonegate","feats.ancestry.stonegate.prerequisites.stonewalker":"Stonewalker","feats.ancestry.stonemasons-eye.description":"You're trained in Crafting; if you already were, you gain Specialty Crafting for stonemasonry instead. A +2 circumstance bonus to Perception checks to notice unusual stonework, and the GM rolls a secret check for you when you aren't searching.","feats.ancestry.stonemasons-eye.name":"Stonemason's Eye","feats.ancestry.stonewalker.description":"You can cast one with stone as a 3rd-rank divine innate spell once a day. With Stonemason's Eye you can find stonework that needs legendary Perception, and keep its bonus on the GM's secret checks if you're legendary.","feats.ancestry.stonewalker.name":"Stonewalker","feats.ancestry.stonewall.actions.stonewall.name":"Stonewall","feats.ancestry.stonewall.description":"Reaction once a day, when an enemy's or hazard's effect hits you or you fail a Fortitude save against one: you're petrified until the end of the turn and take no damage or other effects that couldn't affect stone.","feats.ancestry.stonewall.name":"Stonewall","feats.ancestry.stubborn-persistence.description":"When you would become fatigued, a DC 17 flat check stops it; you check again at intervals until you fail or deal with the cause.","feats.ancestry.stubborn-persistence.name":"Stubborn Persistence","feats.ancestry.summon-nephilim-kin.description":"Once a day, you can cast a 5th-rank summoning spell for a creature of your lineage's kind as a divine innate spell.","feats.ancestry.summon-nephilim-kin.name":"Summon Nephilim Kin","feats.ancestry.summon-nephilim-kin.prerequisites.lineage":"A nephilim lineage feat","feats.ancestry.supernatural-charm.description":"You can cast 1st-rank charm as an arcane innate spell once a day.","feats.ancestry.supernatural-charm.name":"Supernatural Charm","feats.ancestry.sure-feet.description":"A success on an Acrobatics check to Balance or an Athletics check to Climb is a critical success, and you aren't off-guard while you Balance or Climb.","feats.ancestry.sure-feet.name":"Sure Feet","feats.ancestry.telluric-power.description":"A melee Strike against a target standing on the same earth or stone as you gets a circumstance bonus to damage equal to the weapon's damage dice.","feats.ancestry.telluric-power.name":"Telluric Power","feats.ancestry.thorned-seedpod.description":"A critical hit with your seedpod deals 1d4 persistent piercing damage too.","feats.ancestry.thorned-seedpod.name":"Thorned Seedpod","feats.ancestry.thorned-seedpod.prerequisites.seedpod":"Seedpod","feats.ancestry.titan-slinger.description":"When you hit a Large or larger creature with a weapon of the sling group, its weapon damage die is one size larger.","feats.ancestry.titan-slinger.name":"Titan Slinger","feats.ancestry.toppling-dance.description":"While sharing a creature's space with Dance Underfoot, your melee Strikes against it have the trip trait, and you can share a Large or larger prone creature's space.","feats.ancestry.toppling-dance.name":"Toppling Dance","feats.ancestry.toppling-dance.prerequisites.dance-underfoot":"Dance Underfoot","feats.ancestry.tree-climber.description":"You gain a climb Speed of 10 feet.","feats.ancestry.tree-climber.name":"Tree Climber","feats.ancestry.tusks.description":"You gain a tusks unarmed attack: 1d6 piercing, brawling group, finesse. You can take this feat only at 1st level.","feats.ancestry.tusks.name":"Tusks","feats.ancestry.unburdened-iron.description":"Ignore the Speed reduction from armor, and reduce other Speed penalties (such as from being encumbered) by 5 feet.","feats.ancestry.unburdened-iron.name":"Unburdened Iron","feats.ancestry.unconventional-weaponry.choices.weapon.prompt":"Weapon","feats.ancestry.unconventional-weaponry.description":"Choose an uncommon simple or martial weapon with an ancestry's trait or common in another culture: you have access to it and treat it as a simple weapon for proficiency. If you're trained in all martial weapons, you can choose such an advanced weapon instead, treated as martial.","feats.ancestry.unconventional-weaponry.name":"Unconventional Weaponry","feats.ancestry.undaunted.description":"A +1 circumstance bonus to saving throws against emotion effects, and a success on one is a critical success.","feats.ancestry.undaunted.name":"Undaunted","feats.ancestry.undying-ferocity.description":"When you use Orc Ferocity, you also gain temporary Hit Points equal to your level.","feats.ancestry.undying-ferocity.name":"Undying Ferocity","feats.ancestry.undying-ferocity.prerequisites.orc-ferocity":"Orc Ferocity","feats.ancestry.unfettered-halfling.description":"A success on a check to Escape or on a save against being grabbed, immobilized or restrained is a critical success, and a creature's failure to Grapple you is a critical failure.","feats.ancestry.unfettered-halfling.name":"Unfettered Halfling","feats.ancestry.unhampered-passage.description":"You can cast unfettered movement on yourself as a primal innate spell once a day.","feats.ancestry.unhampered-passage.name":"Unhampered Passage","feats.ancestry.universal-longevity.description":"1 action, once a day: you change the skills you picked with Ancestral Longevity and Expert Longevity.","feats.ancestry.universal-longevity.name":"Universal Longevity","feats.ancestry.universal-longevity.prerequisites.expert-longevity":"Expert Longevity","feats.ancestry.unwavering-mien.description":"When a mental effect that lasts at least 2 rounds affects you, you can reduce its duration by 1 round. Your saves against falling asleep are one degree of success better.","feats.ancestry.unwavering-mien.name":"Unwavering Mien","feats.ancestry.vandal.description":"You're trained in Thievery (a skill of your choice if you already are). Your Strikes against traps and unattended objects ignore their first 5 points of Hardness.","feats.ancestry.vandal.name":"Vandal","feats.ancestry.very-sneaky.description":"You Sneak 5 feet farther, up to your Speed, and while you keep Sneaking successfully you stay unobserved without cover or concealment, as long as you have it at the end of your turn.","feats.ancestry.very-sneaky.name":"Very Sneaky","feats.ancestry.very-very-sneaky.description":"You can Sneak up to your Speed, and Hide or Sneak without cover or concealment.","feats.ancestry.very-very-sneaky.name":"Very, Very Sneaky","feats.ancestry.very-very-sneaky.prerequisites.very-sneaky":"Very Sneaky","feats.ancestry.vivacious-conduit.actions.vivacious-rest.name":"Rest 10 minutes (Vivacious Conduit)","feats.ancestry.vivacious-conduit.description":"Resting 10 minutes heals you your Constitution modifier × half your level, on top of Treat Wounds.","feats.ancestry.vivacious-conduit.name":"Vivacious Conduit","feats.ancestry.watchful-halfling.description":"A +2 circumstance bonus to Sense Motive to notice enchanted or possessed creatures (and a secret check when you aren't looking), and you can Aid a creature's check to overcome enchantment or possession.","feats.ancestry.watchful-halfling.name":"Watchful Halfling","features.bestial-manifestation.claw.description":"1d4 slashing, agile, finesse, versatile piercing.","features.bestial-manifestation.claw.name":"Claw","features.bestial-manifestation.hoof.description":"1d6 bludgeoning, finesse.","features.bestial-manifestation.hoof.name":"Hoof","features.bestial-manifestation.jaws.description":"1d6 piercing, finesse.","features.bestial-manifestation.jaws.name":"Jaws","features.bestial-manifestation.tail.description":"1d4 bludgeoning, agile, finesse.","features.bestial-manifestation.tail.name":"Tail","fields.attacks.familiar.name":"Weapon familiarity","fields.skills.lore.dwarf.increases.name":"Dwarf Lore increases","fields.skills.lore.dwarf.trainedByIncrease.name":"Dwarf Lore trained by a skill increase","fields.skills.lore.dwarf.mod.name":"Dwarf Lore","fields.skills.lore.dwarf.rank.name":"Dwarf Lore proficiency","fields.skills.lore.elf.increases.name":"Elf Lore increases","fields.skills.lore.elf.trainedByIncrease.name":"Elf Lore trained by a skill increase","fields.skills.lore.elf.mod.name":"Elf Lore","fields.skills.lore.elf.rank.name":"Elf Lore proficiency","fields.skills.lore.goblin.increases.name":"Goblin Lore increases","fields.skills.lore.goblin.trainedByIncrease.name":"Goblin Lore trained by a skill increase","fields.skills.lore.goblin.mod.name":"Goblin Lore","fields.skills.lore.goblin.rank.name":"Goblin Lore proficiency","fields.skills.lore.halfling.increases.name":"Halfling Lore increases","fields.skills.lore.halfling.trainedByIncrease.name":"Halfling Lore trained by a skill increase","fields.skills.lore.halfling.mod.name":"Halfling Lore","fields.skills.lore.halfling.rank.name":"Halfling Lore proficiency","fields.skills.lore.leshy.increases.name":"Leshy Lore increases","fields.skills.lore.leshy.trainedByIncrease.name":"Leshy Lore trained by a skill increase","fields.skills.lore.leshy.mod.name":"Leshy Lore","fields.skills.lore.leshy.rank.name":"Leshy Lore proficiency","fields.skills.lore.orc.increases.name":"Orc Lore increases","fields.skills.lore.orc.trainedByIncrease.name":"Orc Lore trained by a skill increase","fields.skills.lore.orc.mod.name":"Orc Lore","fields.skills.lore.orc.rank.name":"Orc Lore proficiency","situational.againstControl.name":"Against an effect that would control you","situational.againstDivine.name":"Against a divine effect","situational.againstFey.name":"Against a fey","situational.againstIllusion.name":"Against an illusion","situational.againstOccult.name":"Against an occult effect","situational.againstRestraint.name":"Against being grabbed, immobilized or restrained","situational.againstSleep.name":"Against falling asleep","situational.againstVoid.name":"Against a void or death effect","situational.ancestralFoe.name":"Against an ancestral foe (Mountain Strategy)","situational.incredibleImprovisation.name":"Incredible Improvisation (+4, untrained)","situational.marginalized.name":"With a non-humanoid or shunned humanoid (Monstrous Peacemaker)","situational.sameGround.name":"Target on the same earth or stone (Telluric Power)","situational.superstition.name":"Superstition (reaction): +1 against a spell or magical effect","situational.twiceAsLong.name":"Taking twice as long","tags.bestial-manifestation.name":"Bestial manifestation","tags.sense.greater-darkvision.name":"Greater darkvision","tags.skill.lore.dwarf.name":"Dwarf Lore","tags.skill.lore.elf.name":"Elf Lore","tags.skill.lore.goblin.name":"Goblin Lore","tags.skill.lore.halfling.name":"Halfling Lore","tags.skill.lore.leshy.name":"Leshy Lore","tags.skill.lore.orc.name":"Orc Lore","tags.trait.lineage.name":"Lineage","templates.iron-fists.name":"{base} (Iron Fists)","weapons.bestial-claw.name":"Claw","weapons.bestial-hoof.name":"Hoof","weapons.bestial-jaws.name":"Jaws","weapons.bestial-tail.name":"Tail","weapons.hag-claw.name":"Claw","weapons.seedpod.name":"Seedpod","weapons.slag-claw.name":"Claw","weapons.tusks.name":"Tusks","feats.ancestry.summon-nephilim-kin.choices.spell.prompt":"Summoning spell","feats.ancestry.summon-nephilim-kin.choices.spell.options.angelkin.name":"Angelkin (summon celestial)","feats.ancestry.summon-nephilim-kin.choices.spell.options.angelkin.prerequisites.lineage":"Angelkin","feats.ancestry.summon-nephilim-kin.choices.spell.options.grimspawn.name":"Grimspawn (summon fiend)","feats.ancestry.summon-nephilim-kin.choices.spell.options.grimspawn.prerequisites.lineage":"Grimspawn","feats.ancestry.summon-nephilim-kin.choices.spell.options.hellspawn.name":"Hellspawn (summon fiend)","feats.ancestry.summon-nephilim-kin.choices.spell.options.hellspawn.prerequisites.lineage":"Hellspawn","feats.ancestry.summon-nephilim-kin.choices.spell.options.lawbringer.name":"Lawbringer (summon monitor)","feats.ancestry.summon-nephilim-kin.choices.spell.options.lawbringer.prerequisites.lineage":"Lawbringer","feats.ancestry.summon-nephilim-kin.choices.spell.options.musetouched.name":"Musetouched (summon fey)","feats.ancestry.summon-nephilim-kin.choices.spell.options.musetouched.prerequisites.lineage":"Musetouched","feats.ancestry.summon-nephilim-kin.choices.spell.options.pitborn.name":"Pitborn (summon fiend)","feats.ancestry.summon-nephilim-kin.choices.spell.options.pitborn.prerequisites.lineage":"Pitborn","feats.ancestry.cloak-of-poison.actions.cloak.name":"Cloak of Poison","feats.ancestry.cloak-of-poison.actions.cloak.description":"Cover yourself in poison for a minute (once a day).","feats.ancestry.cloak-of-poison.actions.cloak.results.cloaked.name":"Cloaked in poison","feats.ancestry.cloak-of-poison.actions.retort.name":"Cloak of Poison (the attacker's damage)","feats.ancestry.cloak-of-poison.actions.retort.description":"The creature that touched or hit you takes 3d6 poison damage.","feats.ancestry.cloak-of-poison.actions.retort.results.poisoned.name":"Poisoned","feats.ancestry.cloak-of-poison.actions.retort.participants.attacker.name":"Attacker","feats.ancestry.cloak-of-poison.followUps.retort.name":"Poison the attacker","feats.ancestry.blessed-blood.actions.holy-blood.name":"Blessed Blood","feats.ancestry.blessed-blood.actions.holy-blood.description":"A fiend, undead or creature weak to holy that bit you takes 1d6 holy spirit damage.","feats.ancestry.blessed-blood.actions.holy-blood.results.burned.name":"Burned","feats.ancestry.blessed-blood.actions.holy-blood.participants.attacker.name":"Biter","feats.ancestry.blessed-blood.followUps.holy-blood.name":"Blessed Blood burns the biter","feats.ancestry.instinctive-obfuscation.actions.double.name":"Instinctive Obfuscation","feats.ancestry.instinctive-obfuscation.actions.double.description":"An illusory double: the attacker must succeed at a DC 10 flat check.","feats.ancestry.instinctive-obfuscation.actions.double.results.doubled.name":"Double conjured","effects.cloak-of-poison.name":"Cloak of Poison","effects.cloak-of-poison.description":"A creature that touches you or hits you with an unarmed attack or a melee weapon without reach takes 3d6 poison damage.","effects.instinctive-obfuscation.name":"Instinctive Obfuscation","effects.instinctive-obfuscation.description":"An illusory double; the attacker must succeed at a DC 10 flat check or hit it instead.","actions.check.params.spellRank.name":"Spell rank","tags.check.after.name":"After a check","ancestries.hobgoblin.choices.boosts.options.alternate.choices.free.prompt":"Two free attribute boosts","ancestries.hobgoblin.choices.boosts.options.alternate.name":"Two free boosts instead","ancestries.hobgoblin.choices.boosts.options.standard.choices.free.prompt":"A free attribute boost","ancestries.hobgoblin.choices.boosts.options.standard.name":"The ancestry's boosts and flaw","ancestries.hobgoblin.choices.boosts.prompt":"Ancestry attribute boosts","ancestries.hobgoblin.choices.heritage.prompt":"Heritage","ancestries.hobgoblin.name":"Hobgoblin","ancestries.hobgoblin.description":"Disciplined, enduring kin of goblins. 8 Hit Points, Medium, 25 feet. Boosts: Constitution, Intelligence, free; flaw: Wisdom. Darkvision.","heritages.elfbane-hobgoblin.name":"Elfbane Hobgoblin","heritages.elfbane-hobgoblin.description":"Resist Elf Magic: a reaction when you attempt a save against a magical effect, before rolling: a +1 circumstance bonus to it (+2 against an arcane effect).","heritages.runtboss-hobgoblin.name":"Runtboss Hobgoblin","heritages.runtboss-hobgoblin.description":"You gain Group Coercion. Coercing a goblin, a success is a critical success and a critical failure a failure.","heritages.shortshanks-hobgoblin.name":"Shortshanks Hobgoblin","heritages.shortshanks-hobgoblin.description":"You gain the Ride feat, and you aren't off-guard while you Climb.","heritages.smokeworker-hobgoblin.name":"Smokeworker Hobgoblin","heritages.smokeworker-hobgoblin.description":"Fire resistance equal to half your level (minimum 1), and you automatically succeed at the flat check to target a creature concealed only by smoke.","heritages.warmarch-hobgoblin.name":"Warmarch Hobgoblin","heritages.warmarch-hobgoblin.description":"A failure (not a critical failure) to Subsist in the wilderness still feeds you poorly, and you can Hustle twice as long while exploring.","heritages.warrenbred-hobgoblin.name":"Warrenbred Hobgoblin","heritages.warrenbred-hobgoblin.description":"Underground, the flat check to target a concealed creature is DC 3 and a hidden one DC 9. A success to Squeeze is a critical success.","feats.ancestry.alchemical-scholar.name":"Alchemical Scholar","feats.ancestry.alchemical-scholar.description":"You gain Alchemical Crafting (or another 1st-level Crafting skill feat if you'd gain it anyway), an extra common 1st-level alchemical formula, and one common alchemical formula of each level you reach after 1st.","feats.ancestry.cantorian-reinforcement.name":"Cantorian Reinforcement","feats.ancestry.cantorian-reinforcement.description":"A success on a save against a disease or poison is a critical success; with another ability that improves the save this way, a critical failure is a failure too.","feats.ancestry.hobgoblin-lore.name":"Hobgoblin Lore","feats.ancestry.hobgoblin-lore.description":"You're trained in Athletics and Crafting (a skill of your choice for each you'd already be trained in), and gain Additional Lore for Hobgoblin Lore.","feats.ancestry.hobgoblin-weapon-familiarity.name":"Hobgoblin Weapon Familiarity","feats.ancestry.hobgoblin-weapon-familiarity.description":"You have access to uncommon hobgoblin weapons, and familiarity with hobgoblin weapons and the composite longbow, composite shortbow, glaive, longbow, longsword and shortbow: martial ones count as simple and advanced ones as martial for you. From 5th level, their critical specialization effects.","feats.ancestry.leech-clip.name":"Leech-Clip","feats.ancestry.leech-clip.description":"2 actions: a melee Strike with a flail. On a hit the target takes a -10-foot status penalty to its Speed for 1 round (-15 on a critical hit), if it walks on legs or the like; it can't take its Speed below 5 feet.","feats.ancestry.leech-clip.actions.leech-clip.name":"Leech-Clip","feats.ancestry.leech-clip.actions.leech-clip.steps.weapon.prompt":"Flail","feats.ancestry.leech-clip.actions.leech-clip.participants.target.name":"Target","feats.ancestry.remorseless-lash.name":"Remorseless Lash","feats.ancestry.remorseless-lash.description":"When you hit a frightened enemy with a melee weapon Strike, it can't lower its frightened value below 1 until the start of your next turn.","feats.ancestry.sneaky.name":"Sneaky","feats.ancestry.sneaky.description":"You Sneak 5 feet farther (up to your Speed), and while you keep Sneaking successfully you don't become observed for lacking cover or concealment at the end of a Sneak, as long as you have it at the end of your turn.","feats.ancestry.stone-face.name":"Stone Face","feats.ancestry.stone-face.description":"A +1 circumstance bonus to saves against fear effects, and a +2 circumstance bonus to your Will DC against Intimidation skill actions such as Demoralize.","feats.ancestry.vigorous-health.name":"Vigorous Health","feats.ancestry.vigorous-health.description":"When you would become drained, a DC 17 flat check: on a success, you aren't.","feats.ancestry.agonizing-rebuke.name":"Agonizing Rebuke","feats.ancestry.agonizing-rebuke.description":"An enemy you Demoralize takes 1d4 mental damage at the start of each of its turns (2d4 if you're a master in Intimidation, 3d4 if legendary) until it isn't frightened, is more than 30 feet away, or a minute passes.","feats.ancestry.expert-drill-sergeant.name":"Expert Drill Sergeant","feats.ancestry.expert-drill-sergeant.description":"Leading allies who Follow the Expert, you give a +3 circumstance bonus if you're an expert and +4 if you're a master, instead of +2.","feats.ancestry.recognize-ambush.name":"Recognize Ambush","feats.ancestry.recognize-ambush.description":"A free action when you roll initiative: Interact to draw a weapon.","feats.ancestry.runtsage.name":"Runtsage","feats.ancestry.runtsage.description":"You gain Adopted Ancestry for goblins, and a 1st-level goblin ancestry feat.","feats.ancestry.runtsage.choices.feat.prompt":"1st-level goblin ancestry feat","feats.ancestry.cantorian-rejuvenation.name":"Cantorian Rejuvenation","feats.ancestry.cantorian-rejuvenation.description":"Once a day, 2 actions (healing, vitality): you regain 4d6 Hit Points and gain 10 temporary Hit Points for 1 minute (6d6 and 15 from 15th level).","feats.ancestry.cantorian-rejuvenation.actions.cantorian-rejuvenation.name":"Cantorian Rejuvenation","feats.ancestry.cantorian-rejuvenation.actions.cantorian-rejuvenation.results.healed.name":"Healed","feats.ancestry.fell-rider.name":"Fell Rider","feats.ancestry.fell-rider.description":"Your animal companion becomes trained in Intimidation, and its Support as your mount Aids your first Demoralize that turn.","feats.ancestry.pride-in-arms.name":"Pride in Arms","feats.ancestry.pride-in-arms.description":"A reaction (auditory, emotion, mental) when an ally within 30 feet brings an enemy to 0 Hit Points: it gains temporary Hit Points equal to its Constitution modifier until the end of its next turn.","feats.ancestry.squad-tactics.name":"Squad Tactics","feats.ancestry.squad-tactics.description":"An enemy within reach of you and at least two of your allies is off-guard to you.","feats.ancestry.cant-fall-here.name":"Can't Fall Here","feats.ancestry.cant-fall-here.description":"Once a day, a reaction (auditory, manipulate) when an adjacent willing ally would drop to 0 HP but not die: it stays at 1 Hit Point and gains temporary Hit Points equal to your level for 1 minute; its wounded value rises by 1.","feats.ancestry.war-conditioning.name":"War Conditioning","feats.ancestry.war-conditioning.description":"You gain a climb Speed of 20 feet or a swim Speed of 20 feet, your choice.","feats.ancestry.war-conditioning.choices.speed.prompt":"Speed gained","feats.ancestry.war-conditioning.choices.speed.options.climb.name":"Climb Speed 20 feet","feats.ancestry.war-conditioning.choices.speed.options.swim.name":"Swim Speed 20 feet","feats.ancestry.cantorian-restoration.name":"Cantorian Restoration","feats.ancestry.cantorian-restoration.description":"Once a day, a reaction (healing, vitality) when a living creature within 60 feet would die (not from a death effect or one that leaves no remains): it doesn't, and regains 6d8 + your Constitution modifier Hit Points.","feats.ancestry.rallying-cry.name":"Rallying Cry","feats.ancestry.rallying-cry.description":"Once a day, 2 actions (auditory): allies in a 30-foot emanation who hear you gain temporary Hit Points equal to your level and are quickened for 1 minute, the extra action only to Step, Stride or Strike.","ancestries.kholo.choices.boosts.options.alternate.choices.free.prompt":"Two free attribute boosts","ancestries.kholo.choices.boosts.options.alternate.name":"Two free boosts instead","ancestries.kholo.choices.boosts.options.standard.choices.free.prompt":"A free attribute boost","ancestries.kholo.choices.boosts.options.standard.name":"The ancestry's boosts and flaw","ancestries.kholo.choices.boosts.prompt":"Ancestry attribute boosts","ancestries.kholo.choices.heritage.prompt":"Heritage","ancestries.kholo.name":"Kholo","ancestries.kholo.description":"Pragmatic hyena-headed hunters. 8 Hit Points, Medium, 25 feet. Boosts: Strength, Intelligence, free; flaw: Wisdom. Low-light vision. Bite: a jaws unarmed attack, 1d6 piercing, brawling group.","heritages.ant-kholo.name":"Ant Kholo","heritages.ant-kholo.description":"You're Small instead of Medium, and trained in Deception (or a skill of your choice if you already were). +1 circumstance bonus to Lie that you're innocent, to your Deception DC against Sense Motive to see through it, and to initiative when you roll Deception.","heritages.cave-kholo.name":"Cave Kholo","heritages.cave-kholo.description":"You gain darkvision.","heritages.dog-kholo.name":"Dog Kholo","heritages.dog-kholo.description":"With both hands free, you can run on all fours at a Speed of 30 feet.","heritages.great-kholo.name":"Great Kholo","heritages.great-kholo.description":"You gain 10 Hit Points from your ancestry instead of 8, and a +1 circumstance bonus to Athletics checks to Reposition, Shove or Trip.","heritages.sweetbreath-kholo.name":"Sweetbreath Kholo","heritages.sweetbreath-kholo.description":"You're trained in Diplomacy (or a skill of your choice if you already were), and get a +1 circumstance bonus to Make an Impression on a target that can smell your breath.","heritages.winter-kholo.name":"Winter Kholo","heritages.winter-kholo.description":"Cold resistance equal to half your level (minimum 1), and environmental cold is one step less extreme for you.","heritages.witch-kholo.name":"Witch Kholo","heritages.witch-kholo.description":"You can cast figment as an occult innate cantrip at will, and get a +1 circumstance bonus to Create a Diversion and Impersonate using only your voice.","feats.ancestry.ask-the-bones.name":"Ask the Bones","feats.ancestry.ask-the-bones.description":"Once a day, a free action: Recall Knowledge, with a +1 circumstance bonus if the bones were of someone who knew the subject well.","templates.crunch.name":"{base} (Crunch)","feats.ancestry.crunch.name":"Crunch","feats.ancestry.crunch.description":"Your jaws deal 1d8 piercing damage instead of 1d6 and gain the grapple trait.","feats.ancestry.hyena-familiar.name":"Hyena Familiar","feats.ancestry.hyena-familiar.description":"You gain a Tiny hyena as a familiar.","feats.ancestry.kholo-lore.name":"Kholo Lore","feats.ancestry.kholo-lore.description":"You're trained in Stealth and Survival (a skill of your choice for each you'd already be trained in), and gain Additional Lore for Kholo Lore.","feats.ancestry.kholo-weapon-familiarity.name":"Kholo Weapon Familiarity","feats.ancestry.kholo-weapon-familiarity.description":"You have access to uncommon kholo weapons, and familiarity with kholo weapons and the flail, khopesh, mambele and war flail: martial ones count as simple and advanced ones as martial for you. From 5th level, their critical specialization effects.","feats.ancestry.pack-hunter.name":"Pack Hunter","feats.ancestry.pack-hunter.description":"A +2 circumstance bonus to checks to Aid, and allies get the same to Aid you.","feats.ancestry.sensitive-nose.name":"Sensitive Nose","feats.ancestry.sensitive-nose.description":"You gain imprecise scent with a range of 30 feet. Only at 1st level; it can't be retrained.","feats.ancestry.absorb-strength.name":"Absorb Strength","feats.ancestry.absorb-strength.description":"Once an hour, 1 action, next to the corpse of an enemy dead no more than a minute: you gain temporary Hit Points equal to its level for 1 minute.","feats.ancestry.affliction-resistance.name":"Affliction Resistance","feats.ancestry.affliction-resistance.description":"A +1 circumstance bonus to saves against diseases and poisons, and a success on such a save is a critical success; with another ability that improves the save this way, a critical failure is a failure too.","feats.ancestry.distant-cackle.name":"Distant Cackle","feats.ancestry.distant-cackle.description":"You can cast ventriloquism once a day as a 1st-rank occult innate spell.","feats.ancestry.distant-cackle.prerequisites.witch-kholo":"Witch kholo heritage","feats.ancestry.left-hand-blood.name":"Left-Hand Blood","feats.ancestry.left-hand-blood.description":"Once an hour, 1 action: you deal yourself 1 slashing damage to poison a weapon you hold; your next hit with it that deals damage, before the end of your next turn, adds 1d4 persistent poison damage.","feats.ancestry.pack-stalker.name":"Pack Stalker","feats.ancestry.pack-stalker.description":"You gain Terrain Stalker, and can extend it to one ally within 10 feet (two if you're a master in Stealth, four if legendary).","feats.ancestry.pack-stalker.prerequisites.expert":"Expert in Stealth","feats.ancestry.rabid-sprint.name":"Rabid Sprint","feats.ancestry.rabid-sprint.description":"2 actions (flourish), both hands free: Stride three times.","feats.ancestry.rabid-sprint.prerequisites.dog-kholo":"Dog kholo heritage","feats.ancestry.right-hand-blood.name":"Right-Hand Blood","feats.ancestry.right-hand-blood.description":"You can deal yourself 1 slashing damage to Administer First Aid, or 2d8 to Treat Disease or Treat Wounds, with your blood: no healer's toolkit needed, and a +1 item bonus to the check. Blood from your left side makes it a critical failure.","feats.ancestry.ambush-hunter.name":"Ambush Hunter","feats.ancestry.ambush-hunter.description":"You can Scout and Avoid Notice at the same time while exploring.","feats.ancestry.breath-like-honey.name":"Breath Like Honey","feats.ancestry.breath-like-honey.description":"Your bonus to Make an Impression on those who smell your breath is +2, and once a day you can cast enthrall as a 3rd-rank occult innate spell (30-foot range, olfactory instead of auditory; no bonus for disagreeing).","feats.ancestry.breath-like-honey.prerequisites.sweetbreath-kholo":"Sweetbreath kholo heritage","feats.ancestry.grandmothers-wisdom.name":"Grandmother's Wisdom","feats.ancestry.grandmothers-wisdom.description":"You can cast augury twice a day as a 2nd-rank occult innate spell.","feats.ancestry.laughing-kholo.name":"Laughing Kholo","feats.ancestry.laughing-kholo.description":"You gain Battle Cry, and you take no penalty to Demoralize a creature that doesn't understand your language.","feats.ancestry.laughing-kholo.prerequisites.master":"Master in Intimidation","feats.ancestry.ancestors-rage.name":"Ancestor's Rage","feats.ancestry.ancestors-rage.description":"You can cast animal form (canine only) once a day as a 5th-rank occult innate spell.","feats.ancestry.bonekeepers-bane.name":"Bonekeeper's Bane","feats.ancestry.bonekeepers-bane.description":"An enemy that starts its turn next to you attempts a Will save against your class DC or spell DC, whichever is higher: on a failure, a -1 status penalty to attack rolls and skill checks while it stays adjacent. It's then immune for 24 hours.","feats.ancestry.first-to-strike-first-to-fall.name":"First to Strike, First to Fall","feats.ancestry.first-to-strike-first-to-fall.description":"A creature you hit that hasn't acted in the first round is off-guard until the end of your next turn; if it drops to 0 HP by then, you and allies within 30 feet of it are quickened until the end of your next turn (only to Step, Stride or Strike).","feats.ancestry.impaling-bone.name":"Impaling Bone","feats.ancestry.impaling-bone.description":"Once a day, you can cast impaling spike as a 7th-rank occult innate spell, its spike of bone: it has the ghost touch rune's effects and can immobilize incorporeal creatures.","feats.ancestry.legendary-laugh.name":"Legendary Laugh","feats.ancestry.legendary-laugh.description":"You can Demoralize creatures up to 60 feet away, and a successful Demoralize deals 3d8 mental damage (6d8 on a critical success).","feats.ancestry.legendary-laugh.prerequisites.laughing-kholo":"Laughing Kholo","ancestries.kobold.choices.boosts.options.alternate.choices.free.prompt":"Two free attribute boosts","ancestries.kobold.choices.boosts.options.alternate.name":"Two free boosts instead","ancestries.kobold.choices.boosts.options.standard.choices.free.prompt":"A free attribute boost","ancestries.kobold.choices.boosts.options.standard.name":"The ancestry's boosts and flaw","ancestries.kobold.choices.boosts.prompt":"Ancestry attribute boosts","ancestries.kobold.choices.heritage.prompt":"Heritage","ancestries.kobold.name":"Kobold","ancestries.kobold.description":"Small, cunning reptilian folk marked by their warren's benefactor. 6 Hit Points, Small, 25 feet. Boosts: Dexterity, Charisma, free; flaw: Constitution. Darkvision. One more language.","heritages.cavernstalker-kobold.name":"Cavernstalker Kobold","heritages.cavernstalker-kobold.description":"Climbing natural stone, you move half your Speed on a success and your full Speed on a critical success (full on a success with Quick Climb), unless you use a climb Speed. A success to Squeeze is a critical success.","heritages.dragonscaled-kobold.name":"Dragonscaled Kobold","heritages.dragonscaled-kobold.description":"You gain 10 Hit Points from your ancestry instead of 6, and a +1 circumstance bonus to saves against dragon breath, sleep effects and effects that would paralyze you.","heritages.elementheart-kobold.name":"Elementheart Kobold","heritages.elementheart-kobold.description":"Pick an elemental benefactor: resistance equal to half your level (minimum 1) to cold (air), electricity (earth), fire (fire), sonic (metal), acid (water) or poison (wood).","heritages.elementheart-kobold.choices.element.prompt":"Elemental benefactor","heritages.elementheart-kobold.choices.element.options.air.name":"Air (cold resistance)","heritages.elementheart-kobold.choices.element.options.earth.name":"Earth (electricity resistance)","heritages.elementheart-kobold.choices.element.options.fire.name":"Fire (fire resistance)","heritages.elementheart-kobold.choices.element.options.metal.name":"Metal (sonic resistance)","heritages.elementheart-kobold.choices.element.options.water.name":"Water (acid resistance)","heritages.elementheart-kobold.choices.element.options.wood.name":"Wood (poison resistance)","heritages.spellhorn-kobold.name":"Spellhorn Kobold","heritages.spellhorn-kobold.description":"Pick a common arcane cantrip: you can cast it as an arcane innate spell at will (heightened as cantrips are), trained in spell attacks and DCs, with Charisma.","heritages.spellhorn-kobold.choices.cantrip.prompt":"Arcane cantrip (innate)","heritages.strongjaw-kobold.name":"Strongjaw Kobold","heritages.strongjaw-kobold.description":"You gain a jaws unarmed attack: 1d6 piercing, brawling group, finesse and unarmed.","heritages.tunnelflood-kobold.name":"Tunnelflood Kobold","heritages.tunnelflood-kobold.description":"You gain a swim Speed of 15 feet.","heritages.venomtail-kobold.name":"Venomtail Kobold","heritages.venomtail-kobold.description":"Tail Toxin: once a day, 1 action (manipulate), wielding a piercing or slashing weapon: you coat it; if your next Strike with it before the end of your next turn hits and deals damage, the target takes persistent poison damage equal to your level.","feats.ancestry.cringe.name":"Cringe","feats.ancestry.cringe.description":"A reaction (emotion, mental, visual) when a creature you're aware of critically hits you with a Strike: that damage takes a circumstance penalty equal to your level + 2 (after doubling). It's then immune for 24 hours.","feats.ancestry.dragons-presence.name":"Dragon's Presence","feats.ancestry.dragons-presence.description":"Against fear effects, a successful save is a critical success and a failed one a critical failure. +1 circumstance bonus to Demoralize a foe of your level or lower.","feats.ancestry.dragons-presence.prerequisites.dragonscaled":"Dragonscaled kobold heritage","feats.ancestry.kobold-lore.name":"Kobold Lore","feats.ancestry.kobold-lore.description":"You're trained in Stealth and Thievery (a skill of your choice for each you'd already be trained in), and gain Additional Lore for Kobold Lore.","feats.ancestry.kobold-weapon-familiarity.name":"Kobold Weapon Familiarity","feats.ancestry.kobold-weapon-familiarity.description":"You have access to uncommon kobold weapons, and familiarity with kobold weapons and the greatpick, light pick and pick: martial ones count as simple and advanced ones as martial for you. From 5th level, their critical specialization effects.","feats.ancestry.scamper.name":"Scamper","feats.ancestry.scamper.description":"1 action, next to an enemy: Stride with a +5-foot status bonus to Speed and a +2 circumstance bonus to AC against reactions it triggers, ending away from every enemy.","feats.ancestry.snare-setter.name":"Snare Setter","feats.ancestry.snare-setter.description":"You're trained in Crafting (or a skill of your choice if you already were), have access to uncommon kobold snares, and gain Snare Crafting (its formulas may include kobold snares).","feats.ancestry.snare-setter.prerequisites.trained":"Trained in Crafting","feats.ancestry.allys-shelter.name":"Ally's Shelter","feats.ancestry.allys-shelter.description":"Once a day, a reaction (fortune) before a save while next to an ally: roll it with that ally's modifier for that save.","feats.ancestry.grovel.name":"Grovel","feats.ancestry.grovel.description":"1 action (auditory, concentrate, emotion, mental): Feint a creature within 30 feet (not just in reach), against its Will DC instead of its Perception DC.","feats.ancestry.grovel.prerequisites.trained":"Trained in Deception","feats.ancestry.snare-genius.name":"Snare Genius","feats.ancestry.snare-genius.description":"1-minute snares take you 3 Interact actions; each day you prepare three snares for free (four if you're a master in Crafting, five if legendary); a creature that critically fails its save against a snare of yours and takes its damage is off-guard until the end of its next turn.","feats.ancestry.snare-genius.prerequisites.snare-crafting":"Snare Crafting","feats.ancestry.snare-genius.prerequisites.expert":"Expert in Crafting","feats.ancestry.winglets.name":"Winglets","feats.ancestry.winglets.description":"Leaping horizontally you go 5 feet farther (not with Powerful Leap), a Long Jump goes up to 10 feet farther (never past your Speed), and High and Long Jumps don't need a 10-foot Stride first.","templates.between-the-scales.name":"{base}","feats.ancestry.between-the-scales.name":"Between the Scales","feats.ancestry.between-the-scales.description":"Your agile, finesse melee weapons and unarmed attacks have the backstabber trait against off-guard creatures.","feats.ancestry.briar-battler.name":"Briar Battler","feats.ancestry.briar-battler.description":"In difficult terrain from an environmental feature, you can Take Cover even if it's too small to give cover.","feats.ancestry.close-quarters.name":"Close Quarters","feats.ancestry.close-quarters.description":"If you're Small or smaller, you can end your move in the space of a Small or smaller ally (no more than two creatures to a space).","feats.ancestry.evolved-spellhorn.name":"Evolved Spellhorn","feats.ancestry.evolved-spellhorn.description":"Pick a common 1st-rank and a common 2nd-rank arcane spell: you can cast each once a day as an arcane innate spell.","feats.ancestry.evolved-spellhorn.prerequisites.spellhorn":"Spellhorn kobold heritage","feats.ancestry.evolved-spellhorn.choices.rank1.prompt":"1st-rank arcane spell (innate)","feats.ancestry.evolved-spellhorn.choices.rank2.prompt":"2nd-rank arcane spell (innate)","feats.ancestry.fleeing-shriek.name":"Fleeing Shriek","feats.ancestry.fleeing-shriek.description":"Once an hour, 2 actions (auditory, sonic): 5d6 sonic damage to each creature in a 10-foot emanation (basic Fortitude save against your class DC or spell DC, whichever is higher; 1d6 more at 11th level and every 2 levels after), then Stride without triggering reactions from those that failed.","feats.ancestry.winglet-flight.name":"Winglet Flight","feats.ancestry.winglet-flight.description":"Once a round, 1 action: Fly (with a fly Speed of 20 feet for this move if you have none); you fall if you don't end on solid ground.","feats.ancestry.winglet-flight.prerequisites.winglets":"Winglets","feats.ancestry.resplendent-spellhorn.name":"Resplendent Spellhorn","feats.ancestry.resplendent-spellhorn.description":"Pick a common 3rd-rank and a common 4th-rank arcane spell: you can cast each once a day as an arcane innate spell.","feats.ancestry.resplendent-spellhorn.prerequisites.evolved-spellhorn":"Evolved Spellhorn","feats.ancestry.resplendent-spellhorn.choices.rank3.prompt":"3rd-rank arcane spell (innate)","feats.ancestry.resplendent-spellhorn.choices.rank4.prompt":"4th-rank arcane spell (innate)","feats.ancestry.tumbling-diversion.name":"Tumbling Diversion","feats.ancestry.tumbling-diversion.description":"1 action: Tumble Through a foe's space; on a success, ending away from it, Create a Diversion against it with +1 circumstance (+2 after a critical success); on a success you're hidden from it alone.","feats.ancestry.tumbling-diversion.prerequisites.expert-acrobatics":"Expert in Acrobatics","feats.ancestry.tumbling-diversion.prerequisites.expert-deception":"Expert in Deception","feats.ancestry.vicious-snares.name":"Vicious Snares","feats.ancestry.vicious-snares.description":"Damaging snares you craft deal 1d6 more precision damage (2d6 if you're legendary in Crafting).","feats.ancestry.vicious-snares.prerequisites.snare-crafting":"Snare Crafting","feats.ancestry.vicious-snares.prerequisites.expert":"Expert in Crafting","feats.ancestry.benefactors-majesty.name":"Benefactor's Majesty","feats.ancestry.benefactors-majesty.description":"Once a day, 1 action: temporary Hit Points equal to your level for 1 minute, a flat check to end each type of persistent damage on you, and until the start of your next turn whoever targets you with something harmful must first succeed at a DC 11 flat check.","feats.ancestry.benefactors-majesty.actions.benefactors-majesty.name":"Benefactor's Majesty","ancestries.lizardfolk.choices.boosts.options.alternate.choices.free.prompt":"Two free attribute boosts","ancestries.lizardfolk.choices.boosts.options.alternate.name":"Two free boosts instead","ancestries.lizardfolk.choices.boosts.options.standard.choices.free.prompt":"A free attribute boost","ancestries.lizardfolk.choices.boosts.options.standard.name":"The ancestry's boosts and flaw","ancestries.lizardfolk.choices.boosts.prompt":"Ancestry attribute boosts","ancestries.lizardfolk.choices.heritage.prompt":"Heritage","ancestries.lizardfolk.name":"Lizardfolk","ancestries.lizardfolk.description":"Patient scaled survivors of ancient lineage. 8 Hit Points, Medium, 25 feet. Boosts: Strength, Wisdom, free; flaw: Intelligence. Claws: a claw unarmed attack, 1d4 slashing, brawling group, agile and finesse. Aquatic Adaptation: the Breath Control feat.","heritages.cliffscale-lizardfolk.name":"Cliffscale Lizardfolk","heritages.cliffscale-lizardfolk.description":"You gain Combat Climber; barefoot, you climb with your feet, hands free. A success to Climb is a critical success.","heritages.cloudleaper-lizardfolk.name":"Cloudleaper Lizardfolk","heritages.cloudleaper-lizardfolk.description":"With room, and able to act, you spread skin flaps to take no damage from a fall.","heritages.frilled-lizardfolk.name":"Frilled Lizardfolk","heritages.frilled-lizardfolk.description":"Your Demoralize is visual instead of auditory and takes no penalty against a creature that doesn't understand your language. Threatening Approach (2 actions): Stride next to a foe and Demoralize it; on a success it's frightened 2 instead of 1.","heritages.sandstrider-lizardfolk.name":"Sandstrider Lizardfolk","heritages.sandstrider-lizardfolk.description":"Fire resistance equal to half your level (minimum 1); environmental heat is one step less extreme for you and you go ten times as long before starvation or thirst affect you, but environmental cold is one step more extreme unless you're protected.","heritages.unseen-lizardfolk.name":"Unseen Lizardfolk","heritages.unseen-lizardfolk.description":"You change your color to match your surroundings: 1 action for a +2 circumstance bonus to Stealth checks until the surroundings' colors change (an hour for dramatic changes).","heritages.wetlander-lizardfolk.name":"Wetlander Lizardfolk","heritages.wetlander-lizardfolk.description":"You gain a swim Speed of 15 feet.","heritages.woodstalker-lizardfolk.name":"Woodstalker Lizardfolk","heritages.woodstalker-lizardfolk.description":"You can always Take Cover in forest or jungle, and you gain Terrain Stalker (underbrush) even untrained in Stealth.","feats.ancestry.bone-magic.name":"Bone Magic","feats.ancestry.bone-magic.description":"Pick a cantrip from the occult or primal list: you can cast it as an innate spell at will (heightened as cantrips are). Your lizardfolk innate spells that need Bone Magic share the tradition you pick.","feats.ancestry.bone-magic.choices.cantrip.prompt":"Occult or primal cantrip (innate)","features.lizardfolk-armaments.claws.name":"Claws","features.lizardfolk-armaments.claws.description":"Your claws deal 1d6 slashing damage instead of 1d4 and gain versatile P.","features.lizardfolk-armaments.fangs.name":"Fangs","features.lizardfolk-armaments.fangs.description":"A fangs unarmed attack: 1d8 piercing, brawling group.","features.lizardfolk-armaments.tail.name":"Tail","features.lizardfolk-armaments.tail.description":"A tail unarmed attack: 1d6 bludgeoning, brawling group, sweep.","templates.lizardfolk-claws.name":"{base} (Lizardfolk Armaments)","weapons.lizardfolk-fangs.name":"Fangs","weapons.lizardfolk-tail.name":"Tail","feats.ancestry.lizardfolk-armaments.name":"Lizardfolk Armaments","feats.ancestry.lizardfolk-armaments.description":"Pick one: claws (your claws deal 1d6 and gain versatile P), fangs (a 1d8 piercing fangs attack, brawling) or tail (a 1d6 bludgeoning tail attack, brawling, sweep). From 5th level, their critical specialization effects. You can take it again for another option.","feats.ancestry.lizardfolk-armaments.choices.armament.prompt":"Armament","feats.ancestry.lizardfolk-lore.name":"Lizardfolk Lore","feats.ancestry.lizardfolk-lore.description":"You're trained in Survival and in Nature or Occultism (a skill of your choice for each you'd already be trained in), and gain Additional Lore for Astrology Lore or Lizardfolk Lore.","feats.ancestry.lizardfolk-lore.choices.skill.prompt":"Skill trained","feats.ancestry.lizardfolk-lore.choices.lore.prompt":"Lore (Additional Lore)","feats.ancestry.marsh-runner.name":"Marsh Runner","feats.ancestry.marsh-runner.description":"Stepping, you ignore difficult terrain from floods, swamps or quicksand; Balancing on narrow surfaces or marshy ground you aren't off-guard, and a success is a critical success.","feats.ancestry.marsh-runner.prerequisites.swim":"A swim Speed","feats.ancestry.parthenogenic-hatchling.name":"Parthenogenic Hatchling","feats.ancestry.parthenogenic-hatchling.description":"A +1 circumstance bonus to saves against diseases, and a success on one is a critical success (with another ability that improves it this way, a critical failure is a failure). Thirst harms you every 2 hours and starvation every 2 days. 1st level only.","feats.ancestry.reptile-speaker.name":"Reptile Speaker","feats.ancestry.reptile-speaker.description":"You can ask questions of, understand and use Diplomacy with reptilian animals.","feats.ancestry.envenom-fangs.name":"Envenom Fangs","feats.ancestry.envenom-fangs.description":"Once an hour, 1 action: your next fangs Strike before the end of your next turn that hits and deals damage adds 1d6 persistent poison damage.","feats.ancestry.envenom-fangs.prerequisites.lizardfolk-armaments":"Lizardfolk Armaments","feats.ancestry.flexible-tail.name":"Flexible Tail","feats.ancestry.flexible-tail.description":"Your tail can do simple Interact actions (open an unlocked door), but nothing needing fingers or a check, and it can't hold items.","feats.ancestry.geckos-grip.name":"Gecko's Grip","feats.ancestry.geckos-grip.description":"You gain Combat Climber, and a success to Climb is a critical success. With the cliffscale heritage, you gain a climb Speed of 15 feet instead.","feats.ancestry.shed-tail.name":"Shed Tail","feats.ancestry.shed-tail.description":"A reaction when you're grabbed, with a full tail: you stop being grabbed and Stride without triggering the grabber's reactions. For a day, until the tail regrows, no tail attack and -2 circumstance to Balance.","feats.ancestry.shed-tail.prerequisites.lizardfolk-armaments":"Lizardfolk Armaments","feats.ancestry.swift-swimmer.name":"Swift Swimmer","feats.ancestry.swift-swimmer.description":"You gain a swim Speed of 15 feet (25 feet with the wetlander heritage).","feats.ancestry.dangle.name":"Dangle","feats.ancestry.dangle.description":"You can hang by your tail from a suitable anchor, all your other limbs free.","feats.ancestry.hone-claws.name":"Hone Claws","feats.ancestry.hone-claws.description":"Once an hour, 1 action: your next claw Strike that hits and deals damage adds 1d6 bleed damage (one at a time).","feats.ancestry.hone-claws.prerequisites.lizardfolk-armaments":"Lizardfolk Armaments","feats.ancestry.terrain-advantage.name":"Terrain Advantage","feats.ancestry.terrain-advantage.description":"Non-lizardfolk creatures in difficult terrain are off-guard to you, and with a swim Speed so are those in water without one.","feats.ancestry.bone-investiture.name":"Bone Investiture","feats.ancestry.bone-investiture.description":"You can cast dinosaur form on yourself as a 5th-rank innate spell once a day (a Huge dinosaur).","feats.ancestry.bone-investiture.prerequisites.bone-magic":"Bone Magic","feats.ancestry.lizardfolk-spirit-strike.name":"Lizardfolk Spirit Strike","feats.ancestry.lizardfolk-spirit-strike.description":"Unarmed attacks from your lizardfolk ancestry, heritage or ancestry feats have the ghost touch rune's effects.","feats.ancestry.primal-rampage.name":"Primal Rampage","feats.ancestry.primal-rampage.description":"You can cast unfettered movement and mountain resilience once a day each as 4th-rank primal innate spells, both at once as a 3-action activity.","feats.ancestry.fossil-rider.name":"Fossil Rider","feats.ancestry.fossil-rider.description":"You can cast mask of terror on yourself as an innate spell once a day, looking like a twisted skeletal ancestor.","feats.ancestry.fossil-rider.prerequisites.bone-magic":"Bone Magic","feats.ancestry.scion-transformation.name":"Scion Transformation","feats.ancestry.scion-transformation.description":"After a day's hibernation and a ritual, you're permanently enlarged (as the enlarge spell) and your maximum Hit Points rise by your level; most of your gear grows with you.","ancestries.ratfolk.choices.boosts.options.alternate.choices.free.prompt":"Two free attribute boosts","ancestries.ratfolk.choices.boosts.options.alternate.name":"Two free boosts instead","ancestries.ratfolk.choices.boosts.options.standard.choices.free.prompt":"A free attribute boost","ancestries.ratfolk.choices.boosts.options.standard.name":"The ancestry's boosts and flaw","ancestries.ratfolk.choices.boosts.prompt":"Ancestry attribute boosts","ancestries.ratfolk.choices.heritage.prompt":"Heritage","ancestries.ratfolk.name":"Ratfolk","ancestries.ratfolk.description":"Small, clever, communal traders and tinkers. 6 Hit Points, Small, 25 feet. Boosts: Dexterity, Intelligence, free; flaw: Strength. Low-light vision. Sharp Teeth: a jaws unarmed attack, 1d4 piercing, brawling group, agile and finesse.","heritages.deep-rat.name":"Deep Rat","heritages.deep-rat.description":"You gain darkvision.","heritages.desert-rat.name":"Desert Rat","heritages.desert-rat.description":"With both hands free you can run on all fours at a Speed of 30 feet. Environmental heat is one step less extreme for you and you go ten times as long before starvation or thirst affect you, but environmental cold is one step more extreme unless you're protected.","heritages.longsnout-rat.name":"Longsnout Rat","heritages.longsnout-rat.description":"Imprecise scent, 30 feet, and a +2 circumstance bonus to Seek a creature or object within its range.","heritages.sewer-rat.name":"Sewer Rat","heritages.sewer-rat.description":"You're immune to putrid plague. +1 circumstance bonus to saves against diseases and poisons, and a success on one is a critical success (with another ability that improves it this way, a critical failure is a failure).","heritages.shadow-rat.name":"Shadow Rat","heritages.shadow-rat.description":"You're trained in Intimidation (or a skill of your choice if you already were), can Coerce animals with it, and take no language penalty to Demoralize an animal. Animals' attitudes toward you start one step worse.","heritages.snow-rat.name":"Snow Rat","heritages.snow-rat.description":"Cold resistance equal to half your level (minimum 1), and environmental cold is one step less extreme for you.","heritages.tunnel-rat.name":"Tunnel Rat","heritages.tunnel-rat.description":"You gain Quick Squeeze even untrained in Acrobatics, and spaces not tight enough to need Squeezing aren't difficult terrain for you.","feats.ancestry.cheek-pouches.name":"Cheek Pouches","feats.ancestry.cheek-pouches.description":"Your cheeks hold up to four items of light Bulk or less (none longer than a foot); with anything in them your speech is hard to understand. Storing or retrieving one is an Interact action; 1 action empties them onto the ground.","feats.ancestry.pack-rat.name":"Pack Rat","feats.ancestry.pack-rat.description":"You fit 50% more Bulk into mundane containers and vehicles (6 Bulk in a backpack, 12 in a chest); not magical or extradimensional ones.","feats.ancestry.rat-familiar.name":"Rat Familiar","feats.ancestry.rat-familiar.description":"You gain a familiar, which must be a rat.","feats.ancestry.ratfolk-lore.name":"Ratfolk Lore","feats.ancestry.ratfolk-lore.description":"You're trained in Acrobatics and Stealth (a skill of your choice for each you'd already be trained in), and gain Additional Lore for Ratfolk Lore.","feats.ancestry.ratspeak.name":"Ratspeak","feats.ancestry.ratspeak.description":"You can ask questions of, understand and use Diplomacy with rodents (not other mammals).","feats.ancestry.tinkering-fingers.name":"Tinkering Fingers","feats.ancestry.tinkering-fingers.description":"You're trained in Crafting (or a skill of your choice if you already were). You Repair without a repair toolkit and without the -2 penalty, and with a toolkit you get a +1 circumstance bonus to Repair.","templates.vicious-incisors.name":"{base} (Vicious Incisors)","feats.ancestry.vicious-incisors.name":"Vicious Incisors","feats.ancestry.vicious-incisors.description":"Your jaws deal 1d6 piercing damage instead of 1d4 and gain the backstabber trait. You can take or retrain this feat at any level.","feats.ancestry.warren-navigator.name":"Warren Navigator","feats.ancestry.warren-navigator.description":"You're trained in Survival (or a skill of your choice if you already were). To Sense Direction, or against a quandary spell, your result is one degree better, and lacking a compass gives no penalty.","feats.ancestry.cornered-fury.name":"Cornered Fury","feats.ancestry.cornered-fury.description":"A larger foe that critically hits and damages you is off-guard to you for 1 round.","feats.ancestry.lab-rat.name":"Lab Rat","feats.ancestry.lab-rat.description":"+1 circumstance bonus to saves against poisons and diseases, and a success on one is a critical success.","feats.ancestry.quick-stow.name":"Quick Stow","feats.ancestry.quick-stow.description":"Once a round, a free action: Interact to put a held item that fits into your cheek pouches.","feats.ancestry.quick-stow.prerequisites.cheek-pouches":"Cheek Pouches","feats.ancestry.rat-magic.name":"Rat Magic","feats.ancestry.rat-magic.description":"You can cast animal messenger once a day as a primal innate spell; the animal is always a rat (none nearby, the spell is lost).","feats.ancestry.ratfolk-roll.name":"Ratfolk Roll","feats.ancestry.ratfolk-roll.description":"2 actions (move): roll down an incline in a straight line, up to four times your Speed, and keep rolling on later turns (slowed 2 each) until the bottom or an obstacle (4d6 bludgeoning damage to you and it after the first turn).","feats.ancestry.big-mouth.name":"Big Mouth","feats.ancestry.big-mouth.description":"Your cheek pouches hold up to 1 Bulk of items (each still no bigger than before).","feats.ancestry.big-mouth.prerequisites.cheek-pouches":"Cheek Pouches","feats.ancestry.overcrowd.name":"Overcrowd","feats.ancestry.overcrowd.description":"While Small, you can end your move in a Small ally's square (two creatures at most).","feats.ancestry.rat-form.name":"Rat Form","feats.ancestry.rat-form.description":"1 action (concentrate, polymorph, primal): you gain the effects of a 1st-rank pest form, as a Tiny rat.","feats.ancestry.uncanny-cheeks.name":"Uncanny Cheeks","feats.ancestry.uncanny-cheeks.description":"You gain Prescient Planner and Prescient Consumable, always pulling the items from your cheek pouches (so they must fit).","feats.ancestry.shinstabber.name":"Shinstabber","feats.ancestry.shinstabber.description":"While Small or smaller, you can end your move in any ally's square (two creatures at most).","feats.ancestry.shinstabber.prerequisites.overcrowd":"Overcrowd","feats.ancestry.skittering-sneak.name":"Skittering Sneak","feats.ancestry.skittering-sneak.description":"You can move up to your full Speed when you Sneak.","feats.ancestry.warren-digger.name":"Warren Digger","feats.ancestry.warren-digger.description":"You gain a burrow Speed of 15 feet.","feats.ancestry.call-the-swarm.name":"Call the Swarm","feats.ancestry.call-the-swarm.description":"Once a day, 3 actions: rats fill a 30-foot burst within 120 feet, dealing 6d8 piercing damage to all enemies there, then 3d8 to any enemy ending its turn there for a minute; the area is difficult terrain for enemies. You can Dismiss it.","feats.ancestry.call-the-swarm.prerequisites.ratspeak":"Ratspeak","feats.ancestry.greater-than-the-sum.name":"Greater than the Sum","feats.ancestry.greater-than-the-sum.description":"You can cast enlarge once a day as a 6th-rank primal innate spell.","ancestries.tengu.choices.boosts.options.alternate.choices.free.prompt":"Two free attribute boosts","ancestries.tengu.choices.boosts.options.alternate.name":"Two free boosts instead","ancestries.tengu.choices.boosts.options.standard.choices.free.prompt":"A free attribute boost","ancestries.tengu.choices.boosts.options.standard.name":"The ancestry's boost","ancestries.tengu.choices.boosts.prompt":"Ancestry attribute boosts","ancestries.tengu.choices.heritage.prompt":"Heritage","ancestries.tengu.name":"Tengu","ancestries.tengu.description":"Gregarious, resourceful avian folk. 6 Hit Points, Medium, 25 feet. Boosts: Dexterity, free. Low-light vision. Sharp Beak: a beak unarmed attack, 1d6 piercing, brawling group, finesse.","heritages.dogtooth-tengu.name":"Dogtooth Tengu","heritages.dogtooth-tengu.description":"Your beak gains the deadly d8 trait.","heritages.jinxed-tengu.name":"Jinxed Tengu","heritages.jinxed-tengu.description":"A success on a save against a curse or misfortune effect is a critical success. When you'd become doomed, a DC 17 flat check lowers the value you gain by 1.","heritages.mountainkeeper-tengu.name":"Mountainkeeper Tengu","heritages.mountainkeeper-tengu.description":"You can cast vitality lash as a primal innate cantrip at will; each spell from a tengu heritage or feat can be divine or primal, your choice when you cast it.","heritages.skyborn-tengu.name":"Skyborn Tengu","heritages.skyborn-tengu.description":"You take no damage from falling, however far.","heritages.stormtossed-tengu.name":"Stormtossed Tengu","heritages.stormtossed-tengu.description":"Electricity resistance equal to half your level (minimum 1), and you automatically succeed at the flat check to target a creature concealed only by rain or fog.","heritages.taloned-tengu.name":"Taloned Tengu","heritages.taloned-tengu.description":"You gain a talons unarmed attack: 1d4 slashing, brawling group, agile, finesse, unarmed and versatile P.","heritages.wavediver-tengu.name":"Wavediver Tengu","heritages.wavediver-tengu.description":"You gain a swim Speed of 15 feet.","templates.dogtooth.name":"{base} (dogtooth)","weapons.tengu-talons.name":"Talons","feats.ancestry.mariners-fire.name":"Mariner's Fire","feats.ancestry.mariners-fire.description":"You can cast ignition as a primal innate cantrip at will, as floating orbs of flame, even underwater.","feats.ancestry.one-toed-hop.name":"One-Toed Hop","feats.ancestry.one-toed-hop.description":"1 action: a vertical Leap that doesn't trigger reactions to moving or to entering or leaving a square.","feats.ancestry.scavengers-search.name":"Scavenger's Search","feats.ancestry.scavengers-search.description":"A +2 circumstance bonus to Seek objects (secret doors and hazards included) within 30 feet.","feats.ancestry.squawk.name":"Squawk!","feats.ancestry.squawk.description":"A reaction when you critically fail a Deception, Diplomacy or Intimidation check against a non-tengu: it's a failure instead. Those who saw it are immune for 24 hours.","feats.ancestry.storms-lash.name":"Storm's Lash","feats.ancestry.storms-lash.description":"You can cast electric arc as a primal innate cantrip at will.","feats.ancestry.tengu-lore.name":"Tengu Lore","feats.ancestry.tengu-lore.description":"You're trained in Society and Survival (a skill of your choice for each you'd already be trained in), and gain Additional Lore for Tengu Lore.","feats.ancestry.tengu-weapon-familiarity.name":"Tengu Weapon Familiarity","feats.ancestry.tengu-weapon-familiarity.description":"You have access to uncommon tengu weapons and the katana, khakkhara, temple sword and wakizashi, and familiarity with them: martial ones count as simple and advanced ones as martial for you. At your daily preparations you can practice with a sword you have to gain familiarity with it too, until you practice with another. From 5th level, their critical specialization effects.","feats.ancestry.uncanny-agility.name":"Uncanny Agility","feats.ancestry.uncanny-agility.description":"You gain Steady Balance, and you can Step into difficult terrain from uneven ground.","feats.ancestry.eat-fortune.name":"Eat Fortune","feats.ancestry.eat-fortune.description":"Once a day, a reaction (concentrate, divine) when a creature within 60 feet uses a fortune or misfortune effect: you disrupt it, and Eat Fortune gains the opposite trait for that roll.","feats.ancestry.long-nosed-form.name":"Long-Nosed Form","feats.ancestry.long-nosed-form.description":"1 action (concentrate, polymorph, primal): you take a set human form (a long nose, a reddish complexion) that counts as a disguise to Impersonate, until you Dismiss it; in it you have no beak or other tengu unarmed attacks.","feats.ancestry.magpie-snatch.name":"Magpie Snatch","feats.ancestry.magpie-snatch.description":"2 actions: Stride twice, Interacting to pick up an unattended object at any point.","feats.ancestry.soaring-flight.name":"Soaring Flight","feats.ancestry.soaring-flight.description":"Once a round, 1 action: Fly (with a fly Speed of 20 feet for this move if you have none); you fall if you don't end on solid ground.","feats.ancestry.soaring-flight.prerequisites.skyborn":"Skyborn tengu heritage","feats.ancestry.tengu-feather-fan.name":"Tengu Feather Fan","feats.ancestry.tengu-feather-fan.description":"You make a tengu feather fan (a primal magic item of light Bulk at your level, only yours, remade at your daily preparations if lost). Wave Fan (manipulate), once a day: cast a spell it holds (gust of wind at 1st rank), with the higher of your class DC and spell DC; or cast a cantrip from your heritage or ancestry feats without using an activation. At most three activations a day, whatever feats add them.","feats.ancestry.soaring-form.name":"Soaring Form","feats.ancestry.soaring-form.description":"You have a fly Speed of 20 feet at all times.","feats.ancestry.soaring-form.prerequisites.soaring-flight":"Soaring Flight","feats.ancestry.wind-gods-fan.name":"Wind God's Fan","feats.ancestry.wind-gods-fan.description":"Your fan gains another daily Wave Fan and holds wall of wind at 3rd rank.","feats.ancestry.wind-gods-fan.prerequisites.tengu-feather-fan":"Tengu Feather Fan","feats.ancestry.harbingers-claw.name":"Harbinger's Claw","feats.ancestry.harbingers-claw.description":"Once a day, a reaction (auditory, divine, misfortune) when a creature within 60 feet is about to attempt an attack roll or skill check: it rolls twice and takes the lower.","feats.ancestry.jinx-glutton.name":"Jinx Glutton","feats.ancestry.jinx-glutton.description":"You can Eat Fortune once an hour instead of once a day.","feats.ancestry.jinx-glutton.prerequisites.eat-fortune":"Eat Fortune","feats.ancestry.thunder-gods-fan.name":"Thunder God's Fan","feats.ancestry.thunder-gods-fan.description":"Your fan gains another daily Wave Fan and holds lightning bolt at 5th rank.","feats.ancestry.thunder-gods-fan.prerequisites.tengu-feather-fan":"Tengu Feather Fan","feats.ancestry.great-tengu-form.name":"Great Tengu Form","feats.ancestry.great-tengu-form.description":"Once a day, as part of Long-Nosed Form, you also gain 4th-rank enlarge and fly for 5 minutes or until you leave the form.","feats.ancestry.great-tengu-form.prerequisites.long-nosed-form":"Long-Nosed Form","feats.ancestry.trickster-tengu.name":"Trickster Tengu","feats.ancestry.trickster-tengu.description":"Once a day, you can cast aerial form (a bird only) or cursed metamorphosis as a 7th-rank primal innate spell.","feats.ancestry.tengu-feather-fan.options.wave-fan-gust-of-wind.name":"Wave Fan (an activation of your fan)","feats.ancestry.tengu-feather-fan.options.wave-fan-wall-of-wind.name":"Wave Fan (an activation of your fan)","feats.ancestry.tengu-feather-fan.options.wave-fan-lightning-bolt.name":"Wave Fan (an activation of your fan)","fields.fan.activations.name":"Wave Fan activations a day","ancestries.tripkee.choices.boosts.options.alternate.choices.free.prompt":"Two free attribute boosts","ancestries.tripkee.choices.boosts.options.alternate.name":"Two free boosts instead","ancestries.tripkee.choices.boosts.options.standard.choices.free.prompt":"A free attribute boost","ancestries.tripkee.choices.boosts.options.standard.name":"The ancestry's boosts and flaw","ancestries.tripkee.choices.boosts.prompt":"Ancestry attribute boosts","ancestries.tripkee.choices.heritage.prompt":"Heritage","ancestries.tripkee.name":"Tripkee","ancestries.tripkee.description":"Small, cautious frogfolk of the treetops. 6 Hit Points, Small, 25 feet. Boosts: Dexterity, Wisdom, free; flaw: Strength. Low-light vision. Natural Climber: +2 circumstance bonus to Athletics checks to Climb.","heritages.poisonhide-tripkee.name":"Poisonhide Tripkee","heritages.poisonhide-tripkee.description":"Toxic Skin: once an hour, a reaction (poison) when a creature touches you (Grapples you, hits you with an unarmed attack, or targets you with a touch spell): it takes 1d4 poison damage (basic Fortitude save against the higher of your class DC or spell DC), 1d4 more at 3rd level and every 2 levels after.","heritages.riverside-tripkee.name":"Riverside Tripkee","heritages.riverside-tripkee.description":"You gain a swim Speed of 15 feet.","heritages.snaptongue-tripkee.name":"Snaptongue Tripkee","heritages.snaptongue-tripkee.description":"Your tongue can deliver touch spells and do very simple Interact actions (opening some unlocked doors), nothing needing fingers or a check, and it can't hold items.","heritages.stickytoe-tripkee.name":"Stickytoe Tripkee","heritages.stickytoe-tripkee.description":"A +2 circumstance bonus to your Fortitude and Reflex DCs against Disarm, Shove, Reposition and Trip; climbing trees, vines and other foliage, a success to Climb is a critical success.","heritages.thickskin-tripkee.name":"Thickskin Tripkee","heritages.thickskin-tripkee.description":"You gain 8 Hit Points from your ancestry instead of 6, and a +1 circumstance bonus to saves against diseases and poisons.","heritages.windweb-tripkee.name":"Windweb Tripkee","heritages.windweb-tripkee.description":"With a hand free, you take no damage from falling, however far.","feats.ancestry.croak-talker.name":"Croak Talker","feats.ancestry.croak-talker.description":"You can ask questions of, understand and use Diplomacy with amphibians.","feats.ancestry.hunters-defense.name":"Hunter's Defense","feats.ancestry.hunters-defense.description":"Once an hour, a reaction when an animal, beast, elemental, fey, fungus or plant you see attacks you: the attack targets your Nature DC instead of your AC (effects of off-guard and the like still apply, but not its penalty to AC).","feats.ancestry.hunters-defense.prerequisites.trained":"Trained in Nature","feats.ancestry.jungle-strider.name":"Jungle Strider","feats.ancestry.jungle-strider.description":"You ignore difficult terrain in forests and jungles; Balancing on narrow surfaces or uneven ground of plants you aren't off-guard, and a success is a critical success.","feats.ancestry.nocturnal-tripkee.name":"Nocturnal Tripkee","feats.ancestry.nocturnal-tripkee.description":"You gain darkvision. Only at 1st level; it can't be retrained.","feats.ancestry.terrifying-croak.name":"Terrifying Croak","feats.ancestry.terrifying-croak.description":"1 action: Demoralize a creature within 30 feet, without the penalty for not sharing a language; on a success it can't lower its frightened value below 1 for 1 round.","feats.ancestry.terrifying-croak.prerequisites.trained":"Trained in Intimidation","feats.ancestry.tripkee-lore.name":"Tripkee Lore","feats.ancestry.tripkee-lore.description":"You're trained in Nature and Stealth (a skill of your choice for each you'd already be trained in), and gain Additional Lore for Tripkee Lore.","feats.ancestry.tripkee-weapon-familiarity.name":"Tripkee Weapon Familiarity","feats.ancestry.tripkee-weapon-familiarity.description":"You have access to uncommon tripkee weapons, and familiarity with tripkee weapons and the blowgun, dart, hatchet, scythe and shortbow: martial ones count as simple and advanced ones as martial for you. From 5th level, their critical specialization effects.","feats.ancestry.fantastic-leaps.name":"Fantastic Leaps","feats.ancestry.fantastic-leaps.description":"Your Leaps go 10 feet farther horizontally and 5 feet higher.","feats.ancestry.long-tongue.name":"Long Tongue","feats.ancestry.long-tongue.description":"Your tongue delivers touch spells and simple Interacts 5 feet beyond your reach.","feats.ancestry.long-tongue.prerequisites.snaptongue":"Snaptongue tripkee heritage","feats.ancestry.prodigious-climber.name":"Prodigious Climber","feats.ancestry.prodigious-climber.description":"You gain a climb Speed of 10 feet (20 feet with the stickytoe heritage).","feats.ancestry.tenacious-net.name":"Tenacious Net","feats.ancestry.tenacious-net.description":"Your nets' Escape and Force Open DC is 18 instead of 16, and a creature that gets free of one is off-guard until the start of its next turn.","feats.ancestry.tripkee-glide.name":"Tripkee Glide","feats.ancestry.tripkee-glide.description":"1 action, a hand free: you glide 5 feet down (10 without both hands free) and up to 25 feet forward; gliding at least 1 action a round keeps you aloft.","feats.ancestry.tripkee-glide.prerequisites.windweb":"Windweb tripkee heritage","feats.ancestry.vomit-stomach.name":"Vomit Stomach","feats.ancestry.vomit-stomach.description":"Once a day, a reaction when you become sickened or fail a save against an ingested poison: lower sickened by 2 and at once save again, with +2 circumstance, against ingested poisons from the last minute; you're off-guard for 1 round.","feats.ancestry.absorb-toxin.name":"Absorb Toxin","feats.ancestry.absorb-toxin.description":"A reaction when you save against an area disease or poison: a counteract check (rank half your level; your class DC - 10, or your spellcasting attribute modifier plus proficiency bonus) ends it for everyone else on a success, and you save with -2.","feats.ancestry.moisture-bath.name":"Moisture Bath","feats.ancestry.moisture-bath.description":"Once a day, 1 action (manipulate): a DC 10 flat check ends persistent fire and cold damage on a success, and you gain fire and cold resistance equal to half your level for 1 minute.","feats.ancestry.ricocheting-leap.name":"Ricocheting Leap","feats.ancestry.ricocheting-leap.description":"Wall Jump can bounce off creatures larger than you; once a turn, bouncing off one, you can Shove or Trip it as a free action.","feats.ancestry.ricocheting-leap.prerequisites.wall-jump":"Wall Jump","feats.ancestry.tongue-tether.name":"Tongue Tether","feats.ancestry.tongue-tether.description":"With your mouth free, you need no free hand to Disarm, Grab an Edge, Reposition or Trip (with Long Tongue, 5 feet beyond your reach).","feats.ancestry.tongue-tether.prerequisites.snaptongue":"Snaptongue tripkee heritage","feats.ancestry.envenomed-edge.name":"Envenomed Edge","feats.ancestry.envenomed-edge.description":"A critical hit with a Strike that deals slashing or piercing damage also deals 1d4 persistent poison damage.","feats.ancestry.hop-up.name":"Hop Up","feats.ancestry.hop-up.description":"A free action when you stop being unconscious: Stand, without triggering reactions.","feats.ancestry.unbound-leaper.name":"Unbound Leaper","feats.ancestry.unbound-leaper.description":"You can Leap up to 30 feet in any direction without touching the ground or a check, landing on solid ground within 30 feet or falling after your next action; Leaps can exceed your Speed. With Fantastic Leaps, 40 feet horizontally and 35 vertically.","types.archetype.name":"Archetype","types.archetype.fields.dedication.name":"Dedication feat","types.archetype.fields.multiclass.name":"Class","types.feat.fields.archetype.name":"Archetype","types.spell.state.source.name":"Archetype spellcasting source","tags.trait.archetype.name":"Archetype","tags.trait.dedication.name":"Dedication","tags.trait.multiclass.name":"Multiclass","tags.trait.vigilante.name":"Vigilante","tags.archetype-feat.name":"Archetype class feat","tags.archetype-feats.name":"Archetype feat count","tags.archetype-extra.name":"Additional archetype feat","tags.archetype-extra.at2.name":"Additional feats of 2nd level","tags.archetype-extra.at4.name":"Additional feats of 4th level","tags.archetype-extra.at6.name":"Additional feats of 6th level","tags.archetype-extra.at8.name":"Additional feats of 8th level","tags.archetype-extra.at10.name":"Additional feats of 10th 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DC","fields.spellcasting.archetype.eldritchArcher.rank.name":"Eldritch archer archetype spellcasting proficiency","fields.spellcasting.archetype.eldritchArcher.maxRank.name":"Highest eldritch archer archetype slot rank","fields.spellSlots.archetype.eldritchArcher.rank1.max.name":"1st-rank eldritch archer archetype slots","fields.spellSlots.archetype.eldritchArcher.rank1.used.name":"1st-rank eldritch archer archetype slots spent","fields.spellSlots.archetype.eldritchArcher.rank2.max.name":"2nd-rank eldritch archer archetype slots","fields.spellSlots.archetype.eldritchArcher.rank2.used.name":"2nd-rank eldritch archer archetype slots spent","fields.spellSlots.archetype.eldritchArcher.rank3.max.name":"3rd-rank eldritch archer archetype slots","fields.spellSlots.archetype.eldritchArcher.rank3.used.name":"3rd-rank eldritch archer archetype slots spent","fields.spellSlots.archetype.eldritchArcher.rank4.max.name":"4th-rank eldritch archer archetype slots","fields.spellSlots.archetype.eldritchArcher.rank4.used.name":"4th-rank eldritch archer archetype slots spent","fields.spellSlots.archetype.eldritchArcher.rank5.max.name":"5th-rank eldritch archer archetype slots","fields.spellSlots.archetype.eldritchArcher.rank5.used.name":"5th-rank eldritch archer archetype slots spent","fields.spellSlots.archetype.eldritchArcher.rank6.max.name":"6th-rank eldritch archer archetype slots","fields.spellSlots.archetype.eldritchArcher.rank6.used.name":"6th-rank eldritch archer archetype slots spent","fields.spellSlots.archetype.eldritchArcher.rank7.max.name":"7th-rank eldritch archer archetype slots","fields.spellSlots.archetype.eldritchArcher.rank7.used.name":"7th-rank eldritch archer archetype slots spent","fields.spellSlots.archetype.eldritchArcher.rank8.max.name":"8th-rank eldritch archer archetype slots","fields.spellSlots.archetype.eldritchArcher.rank8.used.name":"8th-rank eldritch archer archetype slots spent","fields.spellcasting.archetype.champion.tradition.name":"Champion archetype tradition","fields.spellcasting.archetype.champion.tradition.values.none.name":"None","fields.spellcasting.archetype.champion.tradition.values.arcane.name":"Arcane","fields.spellcasting.archetype.champion.tradition.values.divine.name":"Divine","fields.spellcasting.archetype.champion.tradition.values.occult.name":"Occult","fields.spellcasting.archetype.champion.tradition.values.primal.name":"Primal","fields.spellcasting.archetype.champion.kind.name":"Champion archetype spellcasting","fields.spellcasting.archetype.champion.kind.values.none.name":"None","fields.spellcasting.archetype.champion.kind.values.prepared.name":"Prepared","fields.spellcasting.archetype.champion.kind.values.spontaneous.name":"Spontaneous","fields.spellcasting.archetype.champion.attack.name":"Champion archetype spell attack modifier","fields.spellcasting.archetype.champion.dc.name":"Champion archetype spell DC","fields.spellcasting.archetype.champion.rank.name":"Champion archetype spellcasting proficiency","fields.spellcasting.archetype.champion.maxRank.name":"Highest champion archetype slot rank","fields.spellSlots.archetype.champion.rank1.max.name":"1st-rank champion archetype slots","fields.spellSlots.archetype.champion.rank1.used.name":"1st-rank champion archetype slots spent","fields.spellSlots.archetype.champion.rank2.max.name":"2nd-rank champion archetype slots","fields.spellSlots.archetype.champion.rank2.used.name":"2nd-rank champion archetype slots spent","fields.spellSlots.archetype.champion.rank3.max.name":"3rd-rank champion archetype slots","fields.spellSlots.archetype.champion.rank3.used.name":"3rd-rank champion archetype slots spent","fields.spellSlots.archetype.champion.rank4.max.name":"4th-rank champion archetype slots","fields.spellSlots.archetype.champion.rank4.used.name":"4th-rank champion archetype slots spent","fields.spellSlots.archetype.champion.rank5.max.name":"5th-rank champion archetype slots","fields.spellSlots.archetype.champion.rank5.used.name":"5th-rank champion archetype slots spent","fields.spellSlots.archetype.champion.rank6.max.name":"6th-rank champion archetype slots","fields.spellSlots.archetype.champion.rank6.used.name":"6th-rank champion archetype slots spent","fields.spellSlots.archetype.champion.rank7.max.name":"7th-rank champion archetype slots","fields.spellSlots.archetype.champion.rank7.used.name":"7th-rank champion archetype slots spent","fields.spellSlots.archetype.champion.rank8.max.name":"8th-rank champion archetype slots","fields.spellSlots.archetype.champion.rank8.used.name":"8th-rank champion archetype slots spent","fields.spellcasting.archetype.blessedOne.tradition.name":"Blessed one archetype tradition","fields.spellcasting.archetype.blessedOne.tradition.values.none.name":"None","fields.spellcasting.archetype.blessedOne.tradition.values.arcane.name":"Arcane","fields.spellcasting.archetype.blessedOne.tradition.values.divine.name":"Divine","fields.spellcasting.archetype.blessedOne.tradition.values.occult.name":"Occult","fields.spellcasting.archetype.blessedOne.tradition.values.primal.name":"Primal","fields.spellcasting.archetype.blessedOne.kind.name":"Blessed one archetype spellcasting","fields.spellcasting.archetype.blessedOne.kind.values.none.name":"None","fields.spellcasting.archetype.blessedOne.kind.values.prepared.name":"Prepared","fields.spellcasting.archetype.blessedOne.kind.values.spontaneous.name":"Spontaneous","fields.spellcasting.archetype.blessedOne.attack.name":"Blessed one archetype spell attack modifier","fields.spellcasting.archetype.blessedOne.dc.name":"Blessed one archetype spell DC","fields.spellcasting.archetype.blessedOne.rank.name":"Blessed one archetype spellcasting proficiency","fields.spellcasting.archetype.blessedOne.maxRank.name":"Highest blessed one archetype slot rank","fields.spellSlots.archetype.blessedOne.rank1.max.name":"1st-rank blessed one archetype slots","fields.spellSlots.archetype.blessedOne.rank1.used.name":"1st-rank blessed one archetype slots spent","fields.spellSlots.archetype.blessedOne.rank2.max.name":"2nd-rank blessed one archetype slots","fields.spellSlots.archetype.blessedOne.rank2.used.name":"2nd-rank blessed one archetype slots spent","fields.spellSlots.archetype.blessedOne.rank3.max.name":"3rd-rank blessed one archetype slots","fields.spellSlots.archetype.blessedOne.rank3.used.name":"3rd-rank blessed one archetype slots spent","fields.spellSlots.archetype.blessedOne.rank4.max.name":"4th-rank blessed one archetype slots","fields.spellSlots.archetype.blessedOne.rank4.used.name":"4th-rank blessed one archetype slots spent","fields.spellSlots.archetype.blessedOne.rank5.max.name":"5th-rank blessed one archetype slots","fields.spellSlots.archetype.blessedOne.rank5.used.name":"5th-rank blessed one archetype slots spent","fields.spellSlots.archetype.blessedOne.rank6.max.name":"6th-rank blessed one archetype slots","fields.spellSlots.archetype.blessedOne.rank6.used.name":"6th-rank blessed one archetype slots spent","fields.spellSlots.archetype.blessedOne.rank7.max.name":"7th-rank blessed one archetype slots","fields.spellSlots.archetype.blessedOne.rank7.used.name":"7th-rank blessed one archetype slots spent","fields.spellSlots.archetype.blessedOne.rank8.max.name":"8th-rank blessed one archetype slots","fields.spellSlots.archetype.blessedOne.rank8.used.name":"8th-rank blessed one archetype slots spent","fields.spellcasting.archetype.monk.tradition.name":"Monk archetype tradition","fields.spellcasting.archetype.monk.tradition.values.none.name":"None","fields.spellcasting.archetype.monk.tradition.values.arcane.name":"Arcane","fields.spellcasting.archetype.monk.tradition.values.divine.name":"Divine","fields.spellcasting.archetype.monk.tradition.values.occult.name":"Occult","fields.spellcasting.archetype.monk.tradition.values.primal.name":"Primal","fields.spellcasting.archetype.monk.kind.name":"Monk archetype spellcasting","fields.spellcasting.archetype.monk.kind.values.none.name":"None","fields.spellcasting.archetype.monk.kind.values.prepared.name":"Prepared","fields.spellcasting.archetype.monk.kind.values.spontaneous.name":"Spontaneous","fields.spellcasting.archetype.monk.attack.name":"Monk archetype spell attack modifier","fields.spellcasting.archetype.monk.dc.name":"Monk archetype spell DC","fields.spellcasting.archetype.monk.rank.name":"Monk archetype spellcasting proficiency","fields.spellcasting.archetype.monk.maxRank.name":"Highest monk archetype slot rank","fields.spellSlots.archetype.monk.rank1.max.name":"1st-rank monk archetype slots","fields.spellSlots.archetype.monk.rank1.used.name":"1st-rank monk archetype slots spent","fields.spellSlots.archetype.monk.rank2.max.name":"2nd-rank monk archetype slots","fields.spellSlots.archetype.monk.rank2.used.name":"2nd-rank monk archetype slots spent","fields.spellSlots.archetype.monk.rank3.max.name":"3rd-rank monk archetype slots","fields.spellSlots.archetype.monk.rank3.used.name":"3rd-rank monk archetype slots spent","fields.spellSlots.archetype.monk.rank4.max.name":"4th-rank monk archetype slots","fields.spellSlots.archetype.monk.rank4.used.name":"4th-rank monk archetype slots spent","fields.spellSlots.archetype.monk.rank5.max.name":"5th-rank monk archetype slots","fields.spellSlots.archetype.monk.rank5.used.name":"5th-rank monk archetype slots spent","fields.spellSlots.archetype.monk.rank6.max.name":"6th-rank monk archetype slots","fields.spellSlots.archetype.monk.rank6.used.name":"6th-rank monk archetype slots spent","fields.spellSlots.archetype.monk.rank7.max.name":"7th-rank monk archetype slots","fields.spellSlots.archetype.monk.rank7.used.name":"7th-rank monk archetype slots spent","fields.spellSlots.archetype.monk.rank8.max.name":"8th-rank monk archetype slots","fields.spellSlots.archetype.monk.rank8.used.name":"8th-rank monk archetype slots spent","features.spellcasting.archetype-repertoire.name":"Archetype spell repertoire","features.spellcasting.archetype-repertoire.description":"The spells you know through a spellcasting archetype: its cantrips, and one spell for each of its spell slots, of its tradition.","features.spellcasting.archetype-repertoire.choices.cantrips.prompt":"Archetype repertoire cantrips","features.spellcasting.archetype-repertoire.choices.spells.prompt":"Archetype repertoire spell (rank {slot})","features.spellcasting.archetype-signature-spells.name":"Archetype signature spells","features.spellcasting.archetype-signature-spells.description":"Spells of your archetype repertoire you can cast heightened from any archetype slot at or above their rank: one from 6th level with the basic spellcasting benefits, a second with the expert benefits, a third with the master.","features.spellcasting.archetype-signature-spells.choices.signature.prompt":"Archetype signature spells","features.spellcasting.archetype-book.name":"Archetype spellbook","features.spellcasting.archetype-book.description":"The spells your archetype prepares from: a wizard archetype's spellbook or a witch archetype's familiar. It starts with the archetype's cantrips, and each new rank of archetype slot adds two common spells of that rank.","features.spellcasting.archetype-book.choices.cantrips.prompt":"Cantrips in your archetype's book","features.spellcasting.archetype-book.choices.spells.prompt":"Spells added to your archetype's book (rank {slot})","actions.cast-spell.params.source.name":"Repertoire","actions.cast-spell.params.source.description":"Which repertoire casts a spell several know: class for your class's, or an archetype (bard, oracle, sorcerer, eldritchArcher).","actions.prepare-archetype-spells.name":"Prepare archetype spells","actions.prepare-archetype-spells.description":"Prepare a spellcasting archetype's cantrips and spells for the day, one in each of its slots, from its tradition or its book.","actions.prepare-archetype-spells.params.source.name":"Archetype","actions.prepare-archetype-spells.params.source.description":"The archetype that prepares (cleric, druid, witch or wizard); the first you have if you leave it out.","actions.prepare-archetype-spells.results.prepared.name":"Prepared","actions.prepare-archetype-spells.results.not-prepared.name":"Not a prepared archetype","actions.prepare-archetype-spells.steps.cantrips.prompt":"Archetype cantrips","actions.prepare-archetype-spells.steps.rank1.prompt":"1st-rank archetype slots","actions.prepare-archetype-spells.steps.rank2.prompt":"2nd-rank archetype slots","actions.prepare-archetype-spells.steps.rank3.prompt":"3rd-rank archetype slots","actions.prepare-archetype-spells.steps.rank4.prompt":"4th-rank archetype slots","actions.prepare-archetype-spells.steps.rank5.prompt":"5th-rank archetype slots","actions.prepare-archetype-spells.steps.rank6.prompt":"6th-rank archetype slots","actions.prepare-archetype-spells.steps.rank7.prompt":"7th-rank archetype slots","actions.prepare-archetype-spells.steps.rank8.prompt":"8th-rank archetype slots","tags.strike.archers-aim.name":"Archer's Aim","tags.strike.enchanting-shot.name":"Enchanting Shot","tags.strike.fatal-shot.name":"Fatal Shot","tags.strike.grievous-blow.name":"Grievous Blow","tags.strike.suplex.name":"Suplex","tags.strike.strangle.name":"Strangle","tags.strike.aerial-piledriver.name":"Aerial Piledriver","fields.assassin.mark.name":"Marked for death","fields.classDc.alchemist.value.name":"Alchemist class DC","fields.classDc.barbarian.value.name":"Barbarian class DC","fields.classDc.bard.value.name":"Bard class DC","fields.classDc.champion.value.name":"Champion class DC","fields.classDc.cleric.value.name":"Cleric class DC","fields.classDc.druid.value.name":"Druid class DC","fields.classDc.fighter.value.name":"Fighter class DC","fields.classDc.investigator.value.name":"Investigator class DC","fields.classDc.monk.value.name":"Monk class DC","fields.classDc.oracle.value.name":"Oracle class DC","fields.classDc.ranger.value.name":"Ranger class DC","fields.classDc.rogue.value.name":"Rogue class DC","fields.classDc.sorcerer.value.name":"Sorcerer class DC","fields.classDc.swashbuckler.value.name":"Swashbuckler class DC","fields.classDc.witch.value.name":"Witch class DC","fields.classDc.wizard.value.name":"Wizard class DC","tags.skill-granted.name":"Skill increase from content","feats.archetype.fighter.fighter-dedication.prerequisites.str":"Strength +2","feats.archetype.fighter.fighter-dedication.prerequisites.dex":"Dexterity +2","feats.archetype.fighter.fighter-dedication.prerequisites.not-fighter":"Not a fighter","feats.archetype.fighter.fighter-dedication.name":"Fighter Dedication","feats.archetype.fighter.fighter-dedication.description":"You become trained in martial weapons, in Acrobatics or Athletics (another skill if you already have both) and in the fighter class DC.","feats.archetype.fighter.fighter-dedication.choices.skill.prompt":"Acrobatics or Athletics","feats.archetype.fighter.basic-maneuver.prerequisites.fighter-dedication":"Fighter Dedication","feats.archetype.fighter.basic-maneuver.name":"Basic Maneuver","feats.archetype.fighter.basic-maneuver.description":"You gain a 1st- or 2nd-level fighter feat.","feats.archetype.fighter.basic-maneuver.choices.feat.prompt":"Fighter feat (1st or 2nd level)","feats.archetype.fighter.fighter-resiliency.prerequisites.fighter-dedication":"Fighter Dedication","feats.archetype.fighter.fighter-resiliency.prerequisites.class-hp":"class granting no more Hit Points per level than 8 + your Constitution modifier","feats.archetype.fighter.fighter-resiliency.name":"Fighter Resiliency","feats.archetype.fighter.fighter-resiliency.description":"You gain 3 Hit Points for each fighter archetype class feat you have, counting this one and those you take later. Only for a class whose Hit Points per level are 8 + Constitution or fewer.","feats.archetype.fighter.reactive-striker.prerequisites.fighter-dedication":"Fighter Dedication","feats.archetype.fighter.reactive-striker.name":"Reactive Striker","feats.archetype.fighter.reactive-striker.description":"You gain the Reactive Strike reaction: when a creature within your reach uses a manipulate or move action, makes a ranged attack or leaves a square while moving, make a melee Strike against it, outside your multiple attack penalty; a critical hit disrupts a manipulate action.","feats.archetype.fighter.advanced-maneuver.prerequisites.basic-maneuver":"Basic Maneuver","feats.archetype.fighter.advanced-maneuver.name":"Advanced Maneuver","feats.archetype.fighter.advanced-maneuver.description":"You gain a fighter feat of up to half your level; your fighter level for its prerequisites is half your level. You can take this feat more than once, gaining another feat each time.","feats.archetype.fighter.advanced-maneuver.choices.feat.prompt":"Fighter feat","feats.archetype.fighter.diverse-weapon-expert.prerequisites.weapon-expert":"Expert in any kind of weapon or unarmed attack","feats.archetype.fighter.diverse-weapon-expert.prerequisites.fighter-dedication":"Fighter Dedication","feats.archetype.fighter.diverse-weapon-expert.name":"Diverse Weapon Expert","feats.archetype.fighter.diverse-weapon-expert.description":"Your proficiency with simple and martial weapons rises to expert, and with advanced weapons to trained.","archetypes.fighter.name":"Fighter","archetypes.fighter.description":"You have trained with weapons the way a fighter does, and learned to fight with their precision.","feats.archetype.rogue.rogue-dedication.prerequisites.dex":"Dexterity +2","feats.archetype.rogue.rogue-dedication.prerequisites.not-rogue":"Not a rogue","feats.archetype.rogue.rogue-dedication.name":"Rogue Dedication","feats.archetype.rogue.rogue-dedication.description":"You gain a skill feat and the rogue's surprise attack. You become trained in light armor, in Stealth or Thievery (another skill if you already have both), in one more skill of your choice, and in the rogue class DC.","feats.archetype.rogue.rogue-dedication.choices.skill.prompt":"Stealth or Thievery","feats.archetype.rogue.rogue-dedication.choices.free-skill.prompt":"A skill of your choice","feats.archetype.rogue.rogue-dedication.choices.skill-feat.prompt":"Skill feat","feats.archetype.rogue.basic-trickery.prerequisites.rogue-dedication":"Rogue Dedication","feats.archetype.rogue.basic-trickery.name":"Basic Trickery","feats.archetype.rogue.basic-trickery.description":"You gain a 1st- or 2nd-level rogue feat.","feats.archetype.rogue.basic-trickery.choices.feat.prompt":"Rogue feat (1st or 2nd level)","feats.archetype.rogue.sneak-attacker.prerequisites.rogue-or-assassin":"Rogue Dedication or Assassin Dedication","feats.archetype.rogue.sneak-attacker.name":"Sneak Attacker","feats.archetype.rogue.sneak-attacker.description":"You gain sneak attack: 1d4 more precision damage (1d6 from 6th level) on a Strike with an agile, finesse or ranged weapon against an off-guard creature. The dice don't grow with your level.","feats.archetype.rogue.advanced-trickery.prerequisites.basic-trickery":"Basic Trickery","feats.archetype.rogue.advanced-trickery.name":"Advanced Trickery","feats.archetype.rogue.advanced-trickery.description":"You gain a rogue feat of up to half your level; your rogue level for its prerequisites is half your level. You can take this feat more than once, gaining another feat each time.","feats.archetype.rogue.advanced-trickery.choices.feat.prompt":"Rogue feat","feats.archetype.rogue.skill-mastery.prerequisites.skills":"Trained in at least one skill and expert in at least one skill","feats.archetype.rogue.skill-mastery.prerequisites.rogue-dedication":"Rogue Dedication","feats.archetype.rogue.skill-mastery.name":"Skill Mastery (Rogue)","feats.archetype.rogue.skill-mastery.description":"One of your skills rises from expert to master and another from trained to expert, and you gain a skill feat for one of them. You can take this feat up to five times.","feats.archetype.rogue.skill-mastery.choices.skill-feat.prompt":"Skill feat","feats.archetype.rogue.skill-mastery.choices.to-master.prompt":"A skill to raise from expert to master","feats.archetype.rogue.skill-mastery.choices.to-expert.prompt":"Another skill to raise from trained to expert","feats.archetype.rogue.uncanny-dodge.prerequisites.rogue-dedication":"Rogue Dedication","feats.archetype.rogue.uncanny-dodge.name":"Uncanny Dodge","feats.archetype.rogue.uncanny-dodge.description":"You gain deny advantage: you aren't off-guard to hidden, undetected or flanking creatures of your level or lower.","feats.archetype.rogue.evasiveness.prerequisites.rogue-dedication":"Rogue Dedication","feats.archetype.rogue.evasiveness.prerequisites.reflex":"expert in Reflex saves","feats.archetype.rogue.evasiveness.name":"Evasiveness (Rogue)","feats.archetype.rogue.evasiveness.description":"Your proficiency in Reflex saves rises to master.","archetypes.rogue.name":"Rogue","archetypes.rogue.description":"You have learned a rogue's tricks: striking where it hurts and slipping past notice.","feats.archetype.ranger.ranger-dedication.prerequisites.dex":"Dexterity +2","feats.archetype.ranger.ranger-dedication.prerequisites.not-ranger":"Not a ranger","feats.archetype.ranger.ranger-dedication.name":"Ranger Dedication","feats.archetype.ranger.ranger-dedication.description":"You become trained in Survival (another skill if you already are) and in the ranger class DC, and you can Hunt Prey. If a ranger feat gives you a warden spell, you become trained in spell attacks and spell DCs, with Wisdom.","feats.archetype.ranger.basic-hunters-trick.prerequisites.ranger-dedication":"Ranger Dedication","feats.archetype.ranger.basic-hunters-trick.name":"Basic Hunter's Trick","feats.archetype.ranger.basic-hunters-trick.description":"You gain a 1st- or 2nd-level ranger feat.","feats.archetype.ranger.basic-hunters-trick.choices.feat.prompt":"Ranger feat (1st or 2nd level)","feats.archetype.ranger.ranger-resiliency.prerequisites.ranger-dedication":"Ranger Dedication","feats.archetype.ranger.ranger-resiliency.prerequisites.class-hp":"class granting no more Hit Points per level than 8 + your Constitution modifier","feats.archetype.ranger.ranger-resiliency.name":"Ranger Resiliency","feats.archetype.ranger.ranger-resiliency.description":"You gain 3 Hit Points for each ranger archetype class feat you have, counting this one and those you take later. Only for a class whose Hit Points per level are 8 + Constitution or fewer.","feats.archetype.ranger.advanced-hunters-trick.prerequisites.basic-hunters-trick":"Basic Hunter's Trick","feats.archetype.ranger.advanced-hunters-trick.name":"Advanced Hunter's Trick","feats.archetype.ranger.advanced-hunters-trick.description":"You gain a ranger feat of up to half your level; your ranger level for its prerequisites is half your level. You can take this feat more than once, gaining another feat each time.","feats.archetype.ranger.advanced-hunters-trick.choices.feat.prompt":"Ranger feat","feats.archetype.ranger.master-spotter.prerequisites.ranger-dedication":"Ranger Dedication","feats.archetype.ranger.master-spotter.prerequisites.perception":"expert in Perception","feats.archetype.ranger.master-spotter.name":"Master Spotter (Ranger)","feats.archetype.ranger.master-spotter.description":"Your proficiency in Perception rises to master.","archetypes.ranger.name":"Ranger","archetypes.ranger.description":"You have learned a ranger's ways of tracking and hunting a quarry.","feats.archetype.barbarian.barbarian-dedication.prerequisites.con":"Constitution +2","feats.archetype.barbarian.barbarian-dedication.prerequisites.str":"Strength +2","feats.archetype.barbarian.barbarian-dedication.prerequisites.not-barbarian":"Not a barbarian","feats.archetype.barbarian.barbarian-dedication.name":"Barbarian Dedication","feats.archetype.barbarian.barbarian-dedication.description":"You become trained in Athletics (another skill if you already are) and in the barbarian class DC, and you can Rage: temporary Hit Points of your level plus Constitution, 2 more damage on melee Strikes (half with an agile weapon), and a −1 penalty to AC while raging. Choose an instinct: you have it for every purpose (its feats and anathema), but none of its abilities.","feats.archetype.barbarian.barbarian-dedication.choices.instinct.prompt":"Instinct","feats.archetype.barbarian.barbarian-dedication.choices.instinct.options.animal.name":"Animal","feats.archetype.barbarian.barbarian-dedication.choices.instinct.options.dragon.name":"Dragon","feats.archetype.barbarian.barbarian-dedication.choices.instinct.options.fury.name":"Fury","feats.archetype.barbarian.barbarian-dedication.choices.instinct.options.giant.name":"Giant","feats.archetype.barbarian.barbarian-dedication.choices.instinct.options.spirit.name":"Spirit","feats.archetype.barbarian.barbarian-dedication.choices.instinct.options.superstition.name":"Superstition","feats.archetype.barbarian.barbarian-resiliency.prerequisites.barbarian-dedication":"Barbarian Dedication","feats.archetype.barbarian.barbarian-resiliency.prerequisites.class-hp":"class granting no more Hit Points per level than 10 + your Constitution modifier","feats.archetype.barbarian.barbarian-resiliency.name":"Barbarian Resiliency","feats.archetype.barbarian.barbarian-resiliency.description":"You gain 3 Hit Points for each barbarian archetype class feat you have, counting this one and those you take later. Only for a class whose Hit Points per level are 10 + Constitution or fewer.","feats.archetype.barbarian.basic-fury.prerequisites.barbarian-dedication":"Barbarian Dedication","feats.archetype.barbarian.basic-fury.name":"Basic Fury","feats.archetype.barbarian.basic-fury.description":"You gain a 1st- or 2nd-level barbarian feat.","feats.archetype.barbarian.basic-fury.choices.feat.prompt":"Barbarian feat (1st or 2nd level)","feats.archetype.barbarian.advanced-fury.prerequisites.basic-fury":"Basic Fury","feats.archetype.barbarian.advanced-fury.name":"Advanced Fury","feats.archetype.barbarian.advanced-fury.description":"You gain a barbarian feat of up to half your level; your barbarian level for its prerequisites is half your level. You can take this feat more than once, gaining another feat each time.","feats.archetype.barbarian.advanced-fury.choices.feat.prompt":"Barbarian feat","feats.archetype.barbarian.instinct-ability.prerequisites.barbarian-dedication":"Barbarian Dedication","feats.archetype.barbarian.instinct-ability.name":"Instinct Ability","feats.archetype.barbarian.instinct-ability.description":"You gain the instinct ability of the instinct you chose with Barbarian Dedication.","feats.archetype.barbarian.juggernauts-fortitude.prerequisites.barbarian-dedication":"Barbarian Dedication","feats.archetype.barbarian.juggernauts-fortitude.prerequisites.fortitude":"expert in Fortitude saves","feats.archetype.barbarian.juggernauts-fortitude.name":"Juggernaut's Fortitude","feats.archetype.barbarian.juggernauts-fortitude.description":"Your proficiency in Fortitude saves rises to master.","archetypes.barbarian.name":"Barbarian","archetypes.barbarian.description":"You have learned to channel a barbarian's fury into battle.","feats.archetype.champion.champion-dedication.prerequisites.cha":"Charisma +2","feats.archetype.champion.champion-dedication.prerequisites.str":"Strength +2","feats.archetype.champion.champion-dedication.prerequisites.not-champion":"Not a champion","feats.archetype.champion.champion-dedication.name":"Champion Dedication","feats.archetype.champion.champion-dedication.description":"Choose a deity and a cause, with the champion's rules; you follow its edicts and anathema and gain the champion's aura and sanctification, but not the cause's other abilities. You become trained in Religion, your deity's skill (another skill for each you already have), the champion class DC, and light and medium armor (heavy armor too if you already had both). Your armor proficiency rises with any other armor expertise a class gives you.","feats.archetype.champion.champion-dedication.choices.divine-skill.prompt":"Your deity's skill","feats.archetype.champion.champion-dedication.choices.sanctification.prompt":"Sanctification","feats.archetype.champion.champion-dedication.choices.sanctification.options.none.name":"None","feats.archetype.champion.champion-dedication.choices.sanctification.options.holy.name":"Holy","feats.archetype.champion.champion-dedication.choices.sanctification.options.unholy.name":"Unholy","feats.archetype.champion.champion-dedication.choices.cause.prompt":"Cause","feats.archetype.champion.champion-dedication.choices.cause.options.desecration.name":"Desecration","feats.archetype.champion.champion-dedication.choices.cause.options.grandeur.name":"Grandeur","feats.archetype.champion.champion-dedication.choices.cause.options.iniquity.name":"Iniquity","feats.archetype.champion.champion-dedication.choices.cause.options.justice.name":"Justice","feats.archetype.champion.champion-dedication.choices.cause.options.liberation.name":"Liberation","feats.archetype.champion.champion-dedication.choices.cause.options.obedience.name":"Obedience","feats.archetype.champion.champion-dedication.choices.cause.options.redemption.name":"Redemption","feats.archetype.champion.champion-dedication.choices.cause.options.desecration.prerequisites.sanctification":"Unholy sanctification","feats.archetype.champion.champion-dedication.choices.cause.options.grandeur.prerequisites.sanctification":"Holy sanctification","feats.archetype.champion.champion-dedication.choices.cause.options.iniquity.prerequisites.sanctification":"Unholy sanctification","feats.archetype.champion.champion-dedication.choices.cause.options.redemption.prerequisites.sanctification":"Holy sanctification","feats.archetype.champion.basic-devotion.prerequisites.champion-dedication":"Champion Dedication","feats.archetype.champion.basic-devotion.name":"Basic Devotion","feats.archetype.champion.basic-devotion.description":"You gain a 1st- or 2nd-level champion feat.","feats.archetype.champion.basic-devotion.choices.feat.prompt":"Champion feat (1st or 2nd level)","feats.archetype.champion.champion-resiliency.prerequisites.champion-dedication":"Champion Dedication","feats.archetype.champion.champion-resiliency.prerequisites.class-hp":"class granting no more Hit Points per level than 8 + your Constitution modifier","feats.archetype.champion.champion-resiliency.name":"Champion Resiliency","feats.archetype.champion.champion-resiliency.description":"You gain 3 Hit Points for each champion archetype class feat you have, counting this one and those you take later. Only for a class whose Hit Points per level are 8 + Constitution or fewer.","feats.archetype.champion.devout-magic.prerequisites.champion-dedication":"Champion Dedication","feats.archetype.champion.devout-magic.name":"Devout Magic","feats.archetype.champion.devout-magic.description":"You gain a devotion spell of your choice, as the champion's devotion spells allow, and a Focus Point. You become trained in spell attacks and spell DCs, with Charisma; your devotion spells are divine.","feats.archetype.champion.devout-magic.choices.devotion-spell.prompt":"Devotion spell","feats.archetype.champion.devout-magic.choices.devotion-spell.options.shields-of-the-spirit.name":"Shields of the spirit","feats.archetype.champion.devout-magic.choices.devotion-spell.options.lay-on-hands.name":"Lay on hands","feats.archetype.champion.devout-magic.choices.devotion-spell.options.touch-of-the-void.name":"Touch of the void","feats.archetype.champion.advanced-devotion.prerequisites.basic-devotion":"Basic Devotion","feats.archetype.champion.advanced-devotion.name":"Advanced Devotion","feats.archetype.champion.advanced-devotion.description":"You gain a champion feat of up to half your level; your champion level for its prerequisites is half your level. You can take this feat more than once, gaining another feat each time.","feats.archetype.champion.advanced-devotion.choices.feat.prompt":"Champion feat","feats.archetype.champion.champions-reaction.prerequisites.champion-dedication":"Champion Dedication","feats.archetype.champion.champions-reaction.name":"Champion's Reaction","feats.archetype.champion.champions-reaction.description":"You can use the champion's reaction of your cause.","feats.archetype.champion.champions-reaction.choices.reaction.prompt":"Your cause's reaction","feats.archetype.champion.devout-blessing.prerequisites.champion-dedication":"Champion Dedication","feats.archetype.champion.devout-blessing.name":"Devout Blessing","feats.archetype.champion.devout-blessing.description":"You gain the blessing of the devoted, choosing one of its blessings or another you have access to.","archetypes.champion.name":"Champion","archetypes.champion.description":"You have sworn yourself to a deity and a cause, and fight in their name.","feats.archetype.monk.monk-dedication.prerequisites.dex":"Dexterity +2","feats.archetype.monk.monk-dedication.prerequisites.str":"Strength +2","feats.archetype.monk.monk-dedication.prerequisites.not-monk":"Not a monk","feats.archetype.monk.monk-dedication.name":"Monk Dedication","feats.archetype.monk.monk-dedication.description":"You become trained in unarmed attacks, in Acrobatics or Athletics (another skill if you already have both) and in the monk class DC, and gain powerful fist. If a monk feat later gives you a qi spell, you become trained in spell attacks and spell DCs.","feats.archetype.monk.monk-dedication.choices.skill.prompt":"Acrobatics or Athletics","feats.archetype.monk.basic-kata.prerequisites.monk-dedication":"Monk Dedication","feats.archetype.monk.basic-kata.name":"Basic Kata","feats.archetype.monk.basic-kata.description":"You gain a 1st- or 2nd-level monk feat.","feats.archetype.monk.basic-kata.choices.feat.prompt":"Monk feat (1st or 2nd level)","feats.archetype.monk.monk-resiliency.prerequisites.monk-dedication":"Monk Dedication","feats.archetype.monk.monk-resiliency.prerequisites.class-hp":"class granting no more Hit Points per level than 8 + your Constitution modifier","feats.archetype.monk.monk-resiliency.name":"Monk Resiliency","feats.archetype.monk.monk-resiliency.description":"You gain 3 Hit Points for each monk archetype class feat you have, counting this one and those you take later. Only for a class whose Hit Points per level are 8 + Constitution or fewer.","feats.archetype.monk.advanced-kata.prerequisites.basic-kata":"Basic Kata","feats.archetype.monk.advanced-kata.name":"Advanced Kata","feats.archetype.monk.advanced-kata.description":"You gain a monk feat of up to half your level; your monk level for its prerequisites is half your level. You can take this feat more than once, gaining another feat each time.","feats.archetype.monk.advanced-kata.choices.feat.prompt":"Monk feat","feats.archetype.monk.monk-moves.prerequisites.monk-dedication":"Monk Dedication","feats.archetype.monk.monk-moves.name":"Monk Moves","feats.archetype.monk.monk-moves.description":"You gain a +10-foot status bonus to Speed while unarmored.","feats.archetype.monk.monks-flurry.prerequisites.monk-dedication":"Monk Dedication","feats.archetype.monk.monks-flurry.name":"Monk's Flurry","feats.archetype.monk.monks-flurry.description":"You gain Flurry of Blows, but once you use it you can't again for 1d4 rounds.","feats.archetype.monk.perfections-path.prerequisites.save":"Expert in at least one saving throw","feats.archetype.monk.perfections-path.prerequisites.monk-dedication":"Monk Dedication","feats.archetype.monk.perfections-path.name":"Perfection's Path","feats.archetype.monk.perfections-path.description":"One saving throw you're an expert in rises to master.","feats.archetype.monk.perfections-path.choices.save.prompt":"Saving throw","feats.archetype.monk.perfections-path.choices.save.options.fortitude.name":"Fortitude","feats.archetype.monk.perfections-path.choices.save.options.reflex.name":"Reflex","feats.archetype.monk.perfections-path.choices.save.options.will.name":"Will","feats.archetype.monk.perfections-path.choices.save.options.fortitude.prerequisites.expert":"Expert in Fortitude saves","feats.archetype.monk.perfections-path.choices.save.options.reflex.prerequisites.expert":"Expert in Reflex saves","feats.archetype.monk.perfections-path.choices.save.options.will.prerequisites.expert":"Expert in Will saves","archetypes.monk.name":"Monk","archetypes.monk.description":"You have trained your body as a monk does, striking with fist and foot.","feats.archetype.swashbuckler.swashbuckler-dedication.prerequisites.cha":"Charisma +2","feats.archetype.swashbuckler.swashbuckler-dedication.prerequisites.dex":"Dexterity +2","feats.archetype.swashbuckler.swashbuckler-dedication.prerequisites.not-swashbuckler":"Not a swashbuckler","feats.archetype.swashbuckler.swashbuckler-dedication.name":"Swashbuckler Dedication","feats.archetype.swashbuckler.swashbuckler-dedication.description":"Choose a swashbuckler style. You gain panache and stylish combatant, and Tumble Through and your style's actions gain the bravado trait. You become trained in Acrobatics or your style's skill (another skill if you already have both) and in the swashbuckler class DC. You gain none of the style's other effects.","feats.archetype.swashbuckler.swashbuckler-dedication.choices.style.prompt":"Style","feats.archetype.swashbuckler.swashbuckler-dedication.choices.skill.prompt":"Acrobatics or your style's skill","feats.archetype.swashbuckler.swashbuckler-dedication.choices.style.options.battledancer.name":"Battledancer","feats.archetype.swashbuckler.swashbuckler-dedication.choices.style.options.braggart.name":"Braggart","feats.archetype.swashbuckler.swashbuckler-dedication.choices.style.options.fencer.name":"Fencer","feats.archetype.swashbuckler.swashbuckler-dedication.choices.style.options.gymnast.name":"Gymnast","feats.archetype.swashbuckler.swashbuckler-dedication.choices.style.options.rascal.name":"Rascal","feats.archetype.swashbuckler.swashbuckler-dedication.choices.style.options.wit.name":"Wit","feats.archetype.swashbuckler.basic-flair.prerequisites.swashbuckler-dedication":"Swashbuckler Dedication","feats.archetype.swashbuckler.basic-flair.name":"Basic Flair","feats.archetype.swashbuckler.basic-flair.description":"You gain a 1st- or 2nd-level swashbuckler feat.","feats.archetype.swashbuckler.basic-flair.choices.feat.prompt":"Swashbuckler feat (1st or 2nd level)","feats.archetype.swashbuckler.finishing-precision.prerequisites.swashbuckler-dedication":"Swashbuckler Dedication","feats.archetype.swashbuckler.finishing-precision.name":"Finishing Precision","feats.archetype.swashbuckler.finishing-precision.description":"You gain precise strike, dealing 1 more precision damage (1d6 on a finisher), which doesn't grow with your level, and the Basic Finisher action: a Strike whose hit deals precise strike's full 1d6.","feats.archetype.swashbuckler.advanced-flair.prerequisites.basic-flair":"Basic Flair","feats.archetype.swashbuckler.advanced-flair.name":"Advanced Flair","feats.archetype.swashbuckler.advanced-flair.description":"You gain a swashbuckler feat of up to half your level; your swashbuckler level for its prerequisites is half your level. You can take this feat more than once, gaining another feat each time.","feats.archetype.swashbuckler.advanced-flair.choices.feat.prompt":"Swashbuckler feat","feats.archetype.swashbuckler.swashbucklers-riposte.prerequisites.swashbuckler-dedication":"Swashbuckler Dedication","feats.archetype.swashbuckler.swashbucklers-riposte.name":"Swashbuckler's Riposte","feats.archetype.swashbuckler.swashbucklers-riposte.description":"You gain the Opportune Riposte reaction.","feats.archetype.swashbuckler.swashbucklers-speed.prerequisites.swashbuckler-dedication":"Swashbuckler Dedication","feats.archetype.swashbuckler.swashbucklers-speed.name":"Swashbuckler's Speed","feats.archetype.swashbuckler.swashbucklers-speed.description":"You gain a +5-foot status bonus to your Speeds, +10 feet while you have panache.","feats.archetype.swashbuckler.evasiveness.prerequisites.swashbuckler-dedication":"Swashbuckler Dedication","feats.archetype.swashbuckler.evasiveness.prerequisites.reflex":"expert in Reflex Saves","feats.archetype.swashbuckler.evasiveness.name":"Evasiveness","feats.archetype.swashbuckler.evasiveness.description":"Your proficiency in Reflex saves rises to master.","archetypes.swashbuckler.name":"Swashbuckler","archetypes.swashbuckler.description":"You have picked up a swashbuckler's flair and the daring that fuels it.","feats.archetype.investigator.investigator-dedication.prerequisites.int":"Intelligence +2","feats.archetype.investigator.investigator-dedication.prerequisites.not-investigator":"Not a investigator","feats.archetype.investigator.investigator-dedication.name":"Investigator Dedication","feats.archetype.investigator.investigator-dedication.description":"You gain on the case (Pursue a Lead and Clue In). You become trained in Society (another skill if you already are), one more skill of your choice, and the investigator class DC.","feats.archetype.investigator.investigator-dedication.choices.free-skill.prompt":"A skill of your choice","feats.archetype.investigator.basic-deduction.prerequisites.investigator-dedication":"Investigator Dedication","feats.archetype.investigator.basic-deduction.name":"Basic Deduction","feats.archetype.investigator.basic-deduction.description":"You gain a 1st- or 2nd-level investigator feat.","feats.archetype.investigator.basic-deduction.choices.feat.prompt":"Investigator feat (1st or 2nd level)","feats.archetype.investigator.investigators-stratagem.prerequisites.investigator-dedication":"Investigator Dedication","feats.archetype.investigator.investigators-stratagem.name":"Investigator's Stratagem","feats.archetype.investigator.investigators-stratagem.description":"You gain Devise a Stratagem, but its Strike can't use your Intelligence modifier in place of Strength or Dexterity, nor can rolls of abilities that build on it.","feats.archetype.investigator.advanced-deduction.prerequisites.basic-deduction":"Basic Deduction","feats.archetype.investigator.advanced-deduction.name":"Advanced Deduction","feats.archetype.investigator.advanced-deduction.description":"You gain a investigator feat of up to half your level; your investigator level for its prerequisites is half your level. You can take this feat more than once, gaining another feat each time.","feats.archetype.investigator.advanced-deduction.choices.feat.prompt":"Investigator feat","feats.archetype.investigator.keen-recollection.prerequisites.investigator-dedication":"Investigator Dedication","feats.archetype.investigator.keen-recollection.name":"Keen Recollection","feats.archetype.investigator.keen-recollection.description":"You gain the keen recollection class feature.","feats.archetype.investigator.skill-mastery.prerequisites.skills":"Trained in at least one skill and expert in at least one skill","feats.archetype.investigator.skill-mastery.prerequisites.investigator-dedication":"Investigator Dedication","feats.archetype.investigator.skill-mastery.name":"Skill Mastery","feats.archetype.investigator.skill-mastery.description":"One of your skills rises from expert to master and another from trained to expert, and you gain a skill feat for one of them. You can take this feat up to five times.","feats.archetype.investigator.skill-mastery.choices.skill-feat.prompt":"Skill feat","feats.archetype.investigator.skill-mastery.choices.to-master.prompt":"A skill to raise from expert to master","feats.archetype.investigator.skill-mastery.choices.to-expert.prompt":"Another skill to raise from trained to expert","feats.archetype.investigator.master-spotter.prerequisites.investigator-dedication":"Investigator Dedication","feats.archetype.investigator.master-spotter.prerequisites.perception":"expert in Perception","feats.archetype.investigator.master-spotter.name":"Master Spotter","feats.archetype.investigator.master-spotter.description":"Your proficiency in Perception rises to master.","archetypes.investigator.name":"Investigator","archetypes.investigator.description":"You have learned to pursue a case as an investigator does.","feats.archetype.alchemist.alchemist-dedication.prerequisites.int":"Intelligence +2","feats.archetype.alchemist.alchemist-dedication.prerequisites.not-alchemist":"Not a alchemist","feats.archetype.alchemist.alchemist-dedication.name":"Alchemist Dedication","feats.archetype.alchemist.alchemist-dedication.description":"You become trained in alchemical bombs, the alchemist class DC and Crafting (another skill if you already are). You gain Quick Alchemy, with up to 4 versatile vials a day, and add four common alchemical formulas to your formula book besides Alchemical Crafting's.","feats.archetype.alchemist.alchemist-dedication.choices.formulas.prompt":"Formulas (four common alchemical items)","feats.archetype.alchemist.advanced-alchemy.prerequisites.alchemist-dedication":"Alchemist Dedication","feats.archetype.alchemist.advanced-alchemy.name":"Advanced Alchemy","feats.archetype.alchemist.advanced-alchemy.description":"You gain advanced alchemy: 4 alchemical consumables made during your daily preparations.","feats.archetype.alchemist.basic-concoction.prerequisites.alchemist-dedication":"Alchemist Dedication","feats.archetype.alchemist.basic-concoction.name":"Basic Concoction","feats.archetype.alchemist.basic-concoction.description":"You gain a 1st- or 2nd-level alchemist feat.","feats.archetype.alchemist.basic-concoction.choices.feat.prompt":"Alchemist feat (1st or 2nd level)","feats.archetype.alchemist.advanced-concoction.prerequisites.basic-concoction":"Basic Concoction","feats.archetype.alchemist.advanced-concoction.name":"Advanced Concoction","feats.archetype.alchemist.advanced-concoction.description":"You gain a alchemist feat of up to half your level; your alchemist level for its prerequisites is half your level. You can take this feat more than once, gaining another feat each time.","feats.archetype.alchemist.advanced-concoction.choices.feat.prompt":"Alchemist feat","feats.archetype.alchemist.voluminous-vials.prerequisites.alchemist-dedication":"Alchemist Dedication","feats.archetype.alchemist.voluminous-vials.prerequisites.crafting":"Expert in Crafting","feats.archetype.alchemist.voluminous-vials.name":"Voluminous Vials","feats.archetype.alchemist.voluminous-vials.description":"You have 5 versatile vials a day. You can take this feat again at 12th level for 6, and at 18th for 7.","feats.archetype.alchemist.alchemical-power.prerequisites.alchemist-dedication":"Alchemist Dedication","feats.archetype.alchemist.alchemical-power.prerequisites.crafting":"Master in Crafting","feats.archetype.alchemist.alchemical-power.name":"Alchemical Power","feats.archetype.alchemist.alchemical-power.description":"You become an expert in the alchemist class DC; an infused alchemical item you make that calls for a save can use your class DC instead.","archetypes.alchemist.name":"Alchemist","archetypes.alchemist.description":"You have learned to brew alchemical items in a hurry.","feats.archetype.acrobat.acrobat-dedication.prerequisites.acrobatics":"Trained in Acrobatics","feats.archetype.acrobat.acrobat-dedication.name":"Acrobat Dedication","feats.archetype.acrobat.acrobat-dedication.description":"You become an expert in Acrobatics, a master at 7th level and legendary at 15th. A critical success to Tumble Through an enemy's space doesn't treat it as difficult terrain.","feats.archetype.acrobat.contortionist.prerequisites.acrobat-dedication":"Acrobat Dedication","feats.archetype.acrobat.contortionist.name":"Contortionist","feats.archetype.acrobat.contortionist.description":"You gain Quick Squeeze, and Squeeze at full Speed as a master in Acrobatics. A creature you Escape from with Acrobatics is off-guard to your next attack against it before the end of your next turn.","feats.archetype.acrobat.dodge-away.prerequisites.acrobat-dedication":"Acrobat Dedication","feats.archetype.acrobat.dodge-away.name":"Dodge Away","feats.archetype.acrobat.dodge-away.description":"Reaction. Trigger: you are the target of a melee attack you're aware of and aren't off-guard to. You gain a +1 circumstance bonus to AC against it; if it misses, you can Step (10 feet as a master in Acrobatics).","feats.archetype.acrobat.graceful-leaper.prerequisites.acrobat-dedication":"Acrobat Dedication","feats.archetype.acrobat.graceful-leaper.prerequisites.acrobatics":"Master in Acrobatics","feats.archetype.acrobat.graceful-leaper.name":"Graceful Leaper","feats.archetype.acrobat.graceful-leaper.description":"You can use Acrobatics instead of Athletics to High Jump or Long Jump.","feats.archetype.acrobat.tumbling-strike.prerequisites.acrobat-dedication":"Acrobat Dedication","feats.archetype.acrobat.tumbling-strike.name":"Tumbling Strike","feats.archetype.acrobat.tumbling-strike.description":"One action, flourish, move. Requirement: you are adjacent to an enemy. Attempt Acrobatics against its Reflex DC: on a success you move through its space to the far side (without triggering reactions) and Strike it, off-guard on a critical success; on a failure you stay put but still Strike; on a critical failure you neither move nor Strike.","feats.archetype.acrobat.tumbling-opportunist.prerequisites.acrobat-dedication":"Acrobat Dedication","feats.archetype.acrobat.tumbling-opportunist.name":"Tumbling Opportunist","feats.archetype.acrobat.tumbling-opportunist.description":"Free action, attack; once per minute. Requirement: your last action was Tumble Through or Tumbling Strike and you moved through an enemy's space. Trip that enemy, using Acrobatics if you like.","archetypes.acrobat.name":"Acrobat","archetypes.acrobat.description":"You move with an acrobat's grace, tumbling past foes and through danger.","feats.archetype.archaeologist.archaeologist-dedication.prerequisites.society":"Trained in Society","feats.archetype.archaeologist.archaeologist-dedication.prerequisites.thievery":"Trained in Thievery","feats.archetype.archaeologist.archaeologist-dedication.name":"Archaeologist Dedication","feats.archetype.archaeologist.archaeologist-dedication.description":"You become an expert in Society and Thievery, and gain a +1 circumstance bonus to Recall Knowledge about ancient history, peoples and cultures.","feats.archetype.archaeologist.magical-scholastics.prerequisites.archaeologist-dedication":"Archaeologist Dedication","feats.archetype.archaeologist.magical-scholastics.name":"Magical Scholastics","feats.archetype.archaeologist.magical-scholastics.description":"You can cast detect magic, guidance and read aura as occult innate cantrips.","feats.archetype.archaeologist.settlement-scholastics.prerequisites.archaeologist-dedication":"Archaeologist Dedication","feats.archetype.archaeologist.settlement-scholastics.name":"Settlement Scholastics","feats.archetype.archaeologist.settlement-scholastics.description":"Choose a settlement: you gain Additional Lore for its Lore and learn a common or uncommon language spoken there. You can take this feat again for another settlement.","feats.archetype.archaeologist.scholastic-identification.prerequisites.archaeologist-dedication":"Archaeologist Dedication","feats.archetype.archaeologist.scholastic-identification.prerequisites.society":"Master in Society","feats.archetype.archaeologist.scholastic-identification.name":"Scholastic Identification","feats.archetype.archaeologist.scholastic-identification.description":"You can use Society to Decipher Writing of any kind, and to Identify Magic on an item or place of cultural significance.","feats.archetype.archaeologist.archaeologists-luck.prerequisites.archaeologist-dedication":"Archaeologist Dedication","feats.archetype.archaeologist.archaeologists-luck.name":"Archaeologist's Luck","feats.archetype.archaeologist.archaeologists-luck.description":"Free action, fortune; once per hour. Trigger: you fail a check against a trap. Reroll it and use the new result.","feats.archetype.archaeologist.greater-magical-scholastics.prerequisites.magical-scholastics":"Magical Scholastics","feats.archetype.archaeologist.greater-magical-scholastics.name":"Greater Magical Scholastics","feats.archetype.archaeologist.greater-magical-scholastics.description":"You can cast augury, locate and veil of privacy as occult innate spells, each once a day; your veil of privacy targets only an object and is heightened to half your level.","archetypes.archaeologist.name":"Archaeologist","archetypes.archaeologist.description":"You search out the secrets and relics of past peoples.","feats.archetype.archer.archer-dedication.name":"Archer Dedication","feats.archetype.archer.archer-dedication.description":"You treat martial bows and crossbows as simple weapons and advanced ones as martial. As an expert in such a weapon, you get its critical specialization effect.","feats.archetype.archer.quick-shot.prerequisites.archer-dedication":"Archer Dedication","feats.archetype.archer.quick-shot.name":"Quick Shot","feats.archetype.archer.quick-shot.description":"One action. Draw a loaded or reload 0 bow or crossbow and Strike with it.","feats.archetype.archer.crossbow-terror.prerequisites.archer-dedication":"Archer Dedication","feats.archetype.archer.crossbow-terror.name":"Crossbow Terror","feats.archetype.archer.crossbow-terror.description":"One action. Reload a crossbow, then Demoralize with a +2 circumstance bonus if you hit with a crossbow Strike this turn.","feats.archetype.archer.archers-aim.prerequisites.archer-dedication":"Archer Dedication","feats.archetype.archer.archers-aim.name":"Archer's Aim","feats.archetype.archer.archers-aim.description":"Two actions, concentrate. Make a ranged Strike with a bow or crossbow at a +2 circumstance bonus, ignoring the target's concealment; a hidden target's flat check is DC 5.","feats.archetype.archer.archers-aim.actions.archers-aim.name":"Archer's Aim","feats.archetype.archer.archers-aim.actions.archers-aim.steps.weapon.prompt":"Choose a weapon","feats.archetype.archer.unobstructed-shot.prerequisites.archer-dedication":"Archer Dedication","feats.archetype.archer.unobstructed-shot.prerequisites.athletics":"Expert in Athletics","feats.archetype.archer.unobstructed-shot.name":"Unobstructed Shot","feats.archetype.archer.unobstructed-shot.description":"Two actions, flourish. Shove or Trip an adjacent creature, then Strike with your bow or crossbow at the same multiple attack penalty; it counts as one attack.","archetypes.archer.name":"Archer","archetypes.archer.description":"You fight with bow and crossbow, at a distance and from cover.","feats.archetype.assassin.assassin-dedication.prerequisites.deception":"Trained in Deception","feats.archetype.assassin.assassin-dedication.prerequisites.stealth":"Trained in Stealth","feats.archetype.assassin.assassin-dedication.name":"Assassin Dedication","feats.archetype.assassin.assassin-dedication.description":"You gain Mark for Death (concentrate): designate a creature you observe as your mark until it dies or you mark another. You get +2 circumstance to Seek and Feint it, it takes −2 to Seek you, and your attacks against it deal sneak attack of 1d4 (1d6 from 6th level); if you already have sneak attack, 1 more precision damage (2 from 6th) against it.","feats.archetype.assassin.assassin-dedication.actions.mark-for-death.name":"Mark for Death","feats.archetype.assassin.assassin-dedication.actions.mark-for-death.results.marked.name":"Marked","feats.archetype.assassin.expert-backstabber.prerequisites.assassin-dedication":"Assassin Dedication","feats.archetype.assassin.expert-backstabber.name":"Expert Backstabber","feats.archetype.assassin.expert-backstabber.description":"Your backstabber weapons deal 2 extra precision damage to an off-guard foe instead of 1 (4 instead of 2 with a +3 weapon).","feats.archetype.assassin.surprise-attack.prerequisites.assassin-dedication":"Assassin Dedication","feats.archetype.assassin.surprise-attack.name":"Surprise Attack","feats.archetype.assassin.surprise-attack.description":"On the first round, if you rolled Deception or Stealth for initiative, creatures that haven't acted are off-guard to you.","feats.archetype.assassin.angel-of-death.prerequisites.assassin-dedication":"Assassin Dedication","feats.archetype.assassin.angel-of-death.name":"Angel of Death","feats.archetype.assassin.angel-of-death.description":"Your Strikes against your mark have the death trait, so it dies at 0 Hit Points, and magic to speak with, revive or disturb it fails unless its counteract rank beats half the level you had then.","feats.archetype.assassin.assassinate.prerequisites.assassin-dedication":"Assassin Dedication","feats.archetype.assassin.assassinate.name":"Assassinate","feats.archetype.assassin.assassinate.description":"Two actions. Requirement: you have a mark and it hasn't noticed you. Strike your mark: on a hit it takes 6d6 more precision damage with a basic Fortitude save against your class or spell DC, dying on a critical failure unless its level is higher than yours. It is then immune to your Assassinate for a day.","archetypes.assassin.name":"Assassin","archetypes.assassin.description":"You mark a target and kill it with patience and precision.","feats.archetype.bastion.bastion-dedication.prerequisites.shield-block":"Shield Block","feats.archetype.bastion.bastion-dedication.name":"Bastion Dedication","feats.archetype.bastion.bastion-dedication.description":"You gain the fighter feat Reactive Shield.","feats.archetype.bastion.disarming-block.prerequisites.bastion-dedication":"Bastion Dedication","feats.archetype.bastion.disarming-block.prerequisites.athletics":"Trained in Athletics","feats.archetype.bastion.disarming-block.name":"Disarming Block","feats.archetype.bastion.disarming-block.description":"Free action. Trigger: you Shield Block a melee Strike with a held weapon. Disarm the attacker of that weapon, even without a free hand.","feats.archetype.bastion.nimble-shield-hand.prerequisites.bastion-dedication":"Bastion Dedication","feats.archetype.bastion.nimble-shield-hand.name":"Nimble Shield Hand","feats.archetype.bastion.nimble-shield-hand.description":"Your shield hand counts as free for Interact actions and can hold another object (not to wield a weapon), except with a tower shield.","feats.archetype.bastion.destructive-block.prerequisites.bastion-dedication":"Bastion Dedication","feats.archetype.bastion.destructive-block.name":"Destructive Block","feats.archetype.bastion.destructive-block.description":"When you Shield Block, you can reduce the damage by double the shield's Hardness, but the shield takes double damage.","feats.archetype.bastion.shield-salvation.prerequisites.bastion-dedication":"Bastion Dedication","feats.archetype.bastion.shield-salvation.name":"Shield Salvation","feats.archetype.bastion.shield-salvation.description":"A shield your Shield Block would destroy stays at 1 Hit Point instead; you can't save the same shield again until your next preparations.","archetypes.bastion.name":"Bastion","archetypes.bastion.description":"Your shield is as much a part of you as your arm.","feats.archetype.beastmaster.beastmaster-dedication.prerequisites.nature":"Trained in Nature","feats.archetype.beastmaster.beastmaster-dedication.name":"Beastmaster Dedication","feats.archetype.beastmaster.beastmaster-dedication.description":"You gain a young animal companion, and can have a second one; with more than one you gain Call Companion. Your beastmaster focus spells are primal, cast with Charisma, and you become trained in spell attacks and spell DCs with the first; you Refocus by tending a companion.","feats.archetype.beastmaster.additional-companion.prerequisites.beastmaster-dedication":"Beastmaster Dedication","feats.archetype.beastmaster.additional-companion.name":"Additional Companion","feats.archetype.beastmaster.additional-companion.description":"Another young animal companion, with the minion trait, joins you. You can take this feat again, to four companions in all.","feats.archetype.beastmaster.mature-beastmaster-companion.prerequisites.beastmaster-dedication":"Beastmaster Dedication","feats.archetype.beastmaster.mature-beastmaster-companion.name":"Mature Beastmaster Companion","feats.archetype.beastmaster.mature-beastmaster-companion.description":"Your companions become mature, and your active one can Stride or Strike on your turn without a command.","feats.archetype.beastmaster.beastmasters-trance.prerequisites.beastmaster-dedication":"Beastmaster Dedication","feats.archetype.beastmaster.beastmasters-trance.name":"Beastmaster's Trance","feats.archetype.beastmaster.beastmasters-trance.description":"You gain the focus spell beastmaster trance, sharing a companion's senses.","feats.archetype.beastmaster.swift-guardian.prerequisites.beastmaster-dedication":"Beastmaster Dedication; Call Companion","feats.archetype.beastmaster.swift-guardian.name":"Swift Guardian","feats.archetype.beastmaster.swift-guardian.description":"Free action, concentrate. Trigger: you roll initiative. Use Call Companion.","feats.archetype.beastmaster.incredible-beastmaster-companion.prerequisites.mature-beastmaster-companion":"Mature Beastmaster Companion","feats.archetype.beastmaster.incredible-beastmaster-companion.name":"Incredible Beastmaster Companion","feats.archetype.beastmaster.incredible-beastmaster-companion.description":"Your mature companions become nimble or savage, your choice for each.","feats.archetype.beastmaster.beastmaster-bond.prerequisites.beastmaster-dedication":"Beastmaster Dedication","feats.archetype.beastmaster.beastmaster-bond.name":"Beastmaster Bond","feats.archetype.beastmaster.beastmaster-bond.description":"You speak telepathically with your companions within 100 feet (anywhere on the same world if you're legendary in Nature).","feats.archetype.beastmaster.beastmasters-call.prerequisites.beastmaster-dedication":"Beastmaster Dedication; Call Companion","feats.archetype.beastmaster.beastmasters-call.name":"Beastmaster's Call","feats.archetype.beastmaster.beastmasters-call.description":"One action; once per turn. A primal projection of an inactive companion appears within 30 feet, grants you its support benefit, and vanishes at the start of your next turn or when damaged.","feats.archetype.beastmaster.specialized-beastmaster-companion.prerequisites.incredible-beastmaster-companion":"Incredible Beastmaster Companion","feats.archetype.beastmaster.specialized-beastmaster-companion.name":"Specialized Beastmaster Companion","feats.archetype.beastmaster.specialized-beastmaster-companion.description":"Each nimble or savage companion gains a specialization. You can take this feat again, up to three specializations each.","feats.archetype.beastmaster.lead-the-pack.prerequisites.mature":"Mature Beastmaster Companion; you have multiple animal companions","feats.archetype.beastmaster.lead-the-pack.name":"Lead the Pack","feats.archetype.beastmaster.lead-the-pack.description":"Two companions can be active at once; commanding them, one acts twice or each Strides or Strikes once.","archetypes.beastmaster.name":"Beastmaster","archetypes.beastmaster.description":"You keep company with animals, and they fight at your side.","feats.archetype.blessed-one.blessed-one-dedication.name":"Blessed One Dedication","feats.archetype.blessed-one.blessed-one-dedication.description":"You gain the lay on hands devotion spell and a Focus Point, divine, cast with Charisma, trained in spell attacks and spell DCs. You Refocus by meditating.","feats.archetype.blessed-one.blessed-sacrifice.prerequisites.blessed-one-dedication":"Blessed One Dedication","feats.archetype.blessed-one.blessed-sacrifice.name":"Blessed Sacrifice","feats.archetype.blessed-one.blessed-sacrifice.description":"You gain the protector's sacrifice domain spell as a devotion spell.","feats.archetype.blessed-one.blessed-spell.prerequisites.blessed-one-dedication":"Blessed One Dedication","feats.archetype.blessed-one.blessed-spell.prerequisites.mercy":"Mercy","feats.archetype.blessed-one.blessed-spell.prerequisites.slots":"Ability to cast spells from spell slots","feats.archetype.blessed-one.blessed-spell.name":"Blessed Spell","feats.archetype.blessed-one.blessed-spell.description":"One action, concentrate, spellshape; once per 10 minutes. If your next action casts a spell from a slot targeting only one ally, also try to counteract a condition your Mercy could remove from it.","feats.archetype.blessed-one.blessed-denial.prerequisites.blessed-one-dedication":"Blessed One Dedication","feats.archetype.blessed-one.blessed-denial.name":"Blessed Denial","feats.archetype.blessed-one.blessed-denial.description":"Reaction. Trigger: an ally within 30 feet would become frightened, drained, enfeebled, sickened or stupefied. Reduce that condition's value by 1.","archetypes.blessed-one.name":"Blessed One","archetypes.blessed-one.description":"A deity's touch lets you ease the suffering of others.","feats.archetype.bounty-hunter.bounty-hunter-dedication.name":"Bounty Hunter Dedication","feats.archetype.bounty-hunter.bounty-hunter-dedication.description":"You gain Hunt Prey, and can designate prey you've only heard or read about, or while Gathering Information about it, with +2 circumstance to Gather Information about your prey. If you already have Hunt Prey, you gain Monster Hunter too.","feats.archetype.bounty-hunter.posse.prerequisites.bounty-hunter-dedication":"Bounty Hunter Dedication","feats.archetype.bounty-hunter.posse.name":"Posse","feats.archetype.bounty-hunter.posse.description":"Exploration. Requirement: you have prey. Spend a minute guiding up to five willing allies: they get +1 circumstance to Seek, Track and Gather Information about your prey, and you and they +1 to initiative against it, until you pick new prey or it dies.","feats.archetype.bounty-hunter.tools-of-the-trade.prerequisites.bounty-hunter-dedication":"Bounty Hunter Dedication","feats.archetype.bounty-hunter.tools-of-the-trade.name":"Tools of the Trade","feats.archetype.bounty-hunter.tools-of-the-trade.description":"You treat the bola, sap and whip as simple weapons, deal 1d4 more precision damage with them in nonlethal Strikes against off-guard prey, and take no penalty for nonlethal attacks with lethal weapons.","feats.archetype.bounty-hunter.keep-pace.prerequisites.bounty-hunter-dedication":"Bounty Hunter Dedication","feats.archetype.bounty-hunter.keep-pace.name":"Keep Pace","feats.archetype.bounty-hunter.keep-pace.description":"Reaction. Trigger: your prey in reach moves away. Stride (or another Speed) with it, keeping it in reach.","feats.archetype.bounty-hunter.opportunistic-grapple.prerequisites.bounty-hunter-dedication":"Bounty Hunter Dedication","feats.archetype.bounty-hunter.opportunistic-grapple.name":"Opportunistic Grapple","feats.archetype.bounty-hunter.opportunistic-grapple.description":"Reaction. Trigger: your prey critically fails a melee Strike against you. Grapple it.","archetypes.bounty-hunter.name":"Bounty Hunter","archetypes.bounty-hunter.description":"You hunt down wanted creatures and bring them in.","feats.archetype.cavalier.cavalier-dedication.prerequisites.nature-or-society":"Trained in Nature or Society","feats.archetype.cavalier.cavalier-dedication.name":"Cavalier Dedication","feats.archetype.cavalier.cavalier-dedication.description":"You gain a young animal companion with the mount ability, at least one size larger than you. Having pledged to a cause, you can take a second dedication tied to it before completing this archetype, as the GM allows.","feats.archetype.cavalier.cavaliers-banner.prerequisites.cavalier-dedication":"Cavalier Dedication","feats.archetype.cavalier.cavaliers-banner.name":"Cavalier's Banner","feats.archetype.cavalier.cavaliers-banner.description":"Your mount flies your pledge's banner: you and allies within 30 feet of it get +1 circumstance to Will saves and DCs against fear; if it's lost, they become frightened 1.","feats.archetype.cavalier.cavaliers-charge.prerequisites.cavalier-dedication":"Cavalier Dedication","feats.archetype.cavalier.cavaliers-charge.name":"Cavalier's Charge","feats.archetype.cavalier.cavaliers-charge.description":"Two actions, flourish. Requirement: you're riding. Your mount Strides twice, and once during it you Strike one enemy with a +1 circumstance bonus.","feats.archetype.cavalier.impressive-mount.prerequisites.cavalier-dedication":"Cavalier Dedication","feats.archetype.cavalier.impressive-mount.name":"Impressive Mount","feats.archetype.cavalier.impressive-mount.description":"Your mount becomes a mature companion.","feats.archetype.cavalier.quick-mount.prerequisites.cavalier-dedication":"Cavalier Dedication","feats.archetype.cavalier.quick-mount.prerequisites.nature":"Expert in Nature","feats.archetype.cavalier.quick-mount.name":"Quick Mount","feats.archetype.cavalier.quick-mount.description":"One action. Mount an adjacent willing creature and Command it.","feats.archetype.cavalier.defend-mount.prerequisites.cavalier-dedication":"Cavalier Dedication","feats.archetype.cavalier.defend-mount.name":"Defend Mount","feats.archetype.cavalier.defend-mount.description":"Reaction. Trigger: an enemy attacks your mount while you ride it. Use your defense instead, and take its effects if it hits.","feats.archetype.cavalier.mounted-shield.prerequisites.cavalier-dedication":"Cavalier Dedication","feats.archetype.cavalier.mounted-shield.name":"Mounted Shield","feats.archetype.cavalier.mounted-shield.description":"Raising a shield while mounted gives your mount its bonus too, and your Shield Block can protect your mount.","feats.archetype.cavalier.incredible-mount.prerequisites.impressive-mount":"Impressive Mount","feats.archetype.cavalier.incredible-mount.name":"Incredible Mount","feats.archetype.cavalier.incredible-mount.description":"Your mount becomes nimble or savage.","feats.archetype.cavalier.trampling-charge.prerequisites.cavalier-dedication":"Cavalier Dedication","feats.archetype.cavalier.trampling-charge.name":"Trampling Charge","feats.archetype.cavalier.trampling-charge.description":"Three actions, flourish. Your mount moves up to twice its Speed through foes' spaces, dealing one of its melee Strikes' damage to each (basic Reflex against its Athletics DC; off-guard on a critical failure).","feats.archetype.cavalier.unseat.prerequisites.cavalier-dedication":"Cavalier Dedication","feats.archetype.cavalier.unseat.name":"Unseat","feats.archetype.cavalier.unseat.description":"One action. Requirement: you're riding and wielding a jousting weapon. Strike a mounted creature; on a hit, Athletics against its Fortitude DC knocks it off its mount (prone on a critical success).","feats.archetype.cavalier.specialized-mount.prerequisites.incredible-mount":"Incredible Mount","feats.archetype.cavalier.specialized-mount.name":"Specialized Mount","feats.archetype.cavalier.specialized-mount.description":"Your mount gains a specialization. You can take this feat up to three times.","feats.archetype.cavalier.legendary-rider.prerequisites.cavalier-dedication":"Cavalier Dedication","feats.archetype.cavalier.legendary-rider.name":"Legendary Rider","feats.archetype.cavalier.legendary-rider.description":"While riding your mount you're quickened, the extra action only to Command it.","archetypes.cavalier.name":"Cavalier","archetypes.cavalier.description":"You ride a trained mount into battle.","feats.archetype.celebrity.celebrity-dedication.name":"Celebrity Dedication","feats.archetype.celebrity.celebrity-dedication.description":"You gain the Upstage reaction, and a +1 circumstance bonus to Earn Income with a task above your level.","feats.archetype.celebrity.never-tire.prerequisites.celebrity-dedication":"Celebrity Dedication","feats.archetype.celebrity.never-tire.name":"Never Tire","feats.archetype.celebrity.never-tire.description":"Reaction. Trigger: you would become fatigued while three or more non-enemies watch you. Delay it for a minute or until the audience leaves.","feats.archetype.celebrity.mesmerizing-gaze.prerequisites.celebrity-dedication":"Celebrity Dedication","feats.archetype.celebrity.mesmerizing-gaze.name":"Mesmerizing Gaze","feats.archetype.celebrity.mesmerizing-gaze.description":"Two actions, visual. A creature that sees you must succeed at a Will save against your class or spell DC or be fascinated by you until the end of your next turn; it is then immune for a day.","feats.archetype.celebrity.command-attention.prerequisites.celebrity-dedication":"Celebrity Dedication","feats.archetype.celebrity.command-attention.name":"Command Attention","feats.archetype.celebrity.command-attention.description":"One action, aura. Until the end of your next turn, creatures within 30 feet get one degree better against other visual effects; enemies focusing a visual effect must save to target anyone but you; allies there can Hide without cover.","archetypes.celebrity.name":"Celebrity","archetypes.celebrity.description":"You live for an audience and outshine any rival.","feats.archetype.dandy.dandy-dedication.prerequisites.diplomacy":"Trained in Diplomacy","feats.archetype.dandy.dandy-dedication.name":"Dandy Dedication","feats.archetype.dandy.dandy-dedication.description":"You become trained in Deception and Society (expert in any you already were), and gain the Influence Rumor downtime activity.","feats.archetype.dandy.distracting-flattery.prerequisites.dandy-dedication":"Dandy Dedication","feats.archetype.dandy.distracting-flattery.prerequisites.deception":"Expert in Deception","feats.archetype.dandy.distracting-flattery.name":"Distracting Flattery","feats.archetype.dandy.distracting-flattery.description":"Reaction. Trigger: an ally's behavior would lower a target's attitude. Deception against its Will DC: on a success it doesn't; on a critical failure it drops a step further toward you. It is then immune for 10 minutes.","feats.archetype.dandy.gossip-lore.prerequisites.dandy-dedication":"Dandy Dedication","feats.archetype.dandy.gossip-lore.name":"Gossip Lore","feats.archetype.dandy.gossip-lore.description":"You are trained in Gossip Lore, usable only to Recall Knowledge on any topic, with Dubious Knowledge's benefit; expert if you are legendary in Society.","feats.archetype.dandy.fabricated-connections.prerequisites.dandy-dedication":"Dandy Dedication","feats.archetype.dandy.fabricated-connections.prerequisites.deception":"Master in Deception","feats.archetype.dandy.fabricated-connections.name":"Fabricated Connections","feats.archetype.dandy.fabricated-connections.description":"You can roll Deception instead of the usual skill to Make an Impression or Request (once a day) or to Earn Income or Subsist (once a week).","feats.archetype.dandy.party-crasher.prerequisites.dandy-dedication":"Dandy Dedication","feats.archetype.dandy.party-crasher.prerequisites.society":"Master in Society","feats.archetype.dandy.party-crasher.name":"Party Crasher","feats.archetype.dandy.party-crasher.description":"In 1d4 hours you can get yourself and allies into a social event you'd be refused, as long as it has staff or guests.","archetypes.dandy.name":"Dandy","archetypes.dandy.description":"You know fashion, manners and every rumor that matters.","feats.archetype.dual-weapon-warrior.dual-weapon-warrior-dedication.name":"Dual-Weapon Warrior Dedication","feats.archetype.dual-weapon-warrior.dual-weapon-warrior-dedication.description":"You gain the fighter feat Double Slice.","feats.archetype.dual-weapon-warrior.dual-thrower.prerequisites.dual-weapon-warrior-dedication":"Dual-Weapon Warrior Dedication","feats.archetype.dual-weapon-warrior.dual-thrower.name":"Dual Thrower","feats.archetype.dual-weapon-warrior.dual-thrower.description":"Your dual-weapon warrior feats' melee Strikes can be ranged Strikes with thrown or one-handed ranged weapons.","feats.archetype.dual-weapon-warrior.dual-weapon-reload.prerequisites.dual-weapon-warrior-dedication":"Dual-Weapon Warrior Dedication","feats.archetype.dual-weapon-warrior.dual-weapon-reload.name":"Dual-Weapon Reload","feats.archetype.dual-weapon-warrior.dual-weapon-reload.description":"Wielding two one-handed weapons, you can reload a one-handed ranged weapon without a free hand.","feats.archetype.dual-weapon-warrior.flensing-slice.prerequisites.dual-weapon-warrior-dedication":"Dual-Weapon Warrior Dedication","feats.archetype.dual-weapon-warrior.flensing-slice.name":"Flensing Slice","feats.archetype.dual-weapon-warrior.flensing-slice.description":"One action. Requirement: both attacks of your last Double Slice hit. The target takes 1d8 persistent bleed per weapon die of your weapon with the most dice (up to 4d8), is off-guard and has its physical resistances reduced by 5 until your next turn.","feats.archetype.dual-weapon-warrior.flensing-slice.actions.flensing-slice.name":"Flensing Slice","feats.archetype.dual-weapon-warrior.flensing-slice.actions.flensing-slice.params.dice.name":"Weapon damage dice","feats.archetype.dual-weapon-warrior.flensing-slice.actions.flensing-slice.results.flensed.name":"Flensed","feats.archetype.dual-weapon-warrior.dual-weapon-blitz.prerequisites.dual-weapon-warrior-dedication":"Dual-Weapon Warrior Dedication","feats.archetype.dual-weapon-warrior.dual-weapon-blitz.name":"Dual-Weapon Blitz","feats.archetype.dual-weapon-warrior.dual-weapon-blitz.description":"Two actions. Requirement: two one-handed melee weapons. Stride, Striking once with each weapon at any point.","feats.archetype.dual-weapon-warrior.dual-onslaught.prerequisites.dual-weapon-warrior-dedication":"Dual-Weapon Warrior Dedication","feats.archetype.dual-weapon-warrior.dual-onslaught.name":"Dual Onslaught","feats.archetype.dual-weapon-warrior.dual-onslaught.description":"If both Strikes of Double Slice miss, one of them (not a critical failure) still applies a hit's effects.","archetypes.dual-weapon-warrior.name":"Dual-Weapon Warrior","archetypes.dual-weapon-warrior.description":"You fight with a weapon in each hand.","feats.archetype.duelist.duelist-dedication.prerequisites.trained":"Trained in light armor and simple weapons","feats.archetype.duelist.duelist-dedication.name":"Duelist Dedication","feats.archetype.duelist.duelist-dedication.description":"You gain Quick Draw.","feats.archetype.duelist.duelists-challenge.prerequisites.duelist-dedication":"Duelist Dedication","feats.archetype.duelist.duelists-challenge.name":"Duelist's Challenge","feats.archetype.duelist.duelists-challenge.description":"One action. Challenge an enemy you can see until it's defeated, flees or the encounter ends: your hits on it with a single one-handed melee weapon (other hands free) deal a circumstance bonus to damage equal to the weapon's dice; against others, the same as a penalty.","feats.archetype.duelist.selfless-parry.prerequisites.dueling-parry-fighter":"Dueling Parry (Fighter)","feats.archetype.duelist.selfless-parry.prerequisites.duelist-dedication":"Duelist Dedication","feats.archetype.duelist.selfless-parry.name":"Selfless Parry","feats.archetype.duelist.selfless-parry.description":"With Dueling Parry, adjacent allies get +1 circumstance to AC; Dueling Riposte can answer a critical miss against an adjacent ally.","feats.archetype.duelist.student-of-the-dueling-arts.prerequisites.duelist-dedication":"Duelist Dedication","feats.archetype.duelist.student-of-the-dueling-arts.name":"Student of the Dueling Arts","feats.archetype.duelist.student-of-the-dueling-arts.description":"During daily preparations you can swap duelist feats for others you qualify for, and enter a duelist stance you lack with one more action.","archetypes.duelist.name":"Duelist","archetypes.duelist.description":"You challenge a single foe and best it, blade to blade.","feats.archetype.eldritch-archer.eldritch-archer-dedication.prerequisites.bow-expert":"Expert in at least one weapon of the bow or crossbow group","feats.archetype.eldritch-archer.eldritch-archer-dedication.name":"Eldritch Archer Dedication","feats.archetype.eldritch-archer.eldritch-archer-dedication.description":"If you don't already cast from slots, you cast spontaneous spells: a repertoire with one cantrip that needs a spell attack, of a tradition you choose, trained in spell attacks and spell DCs, with Charisma. You gain Eldritch Shot: cast a 1- or 2-action spell attack spell into your bow and Strike, the spell using the Strike's roll and hitting with it.","feats.archetype.eldritch-archer.eldritch-archer-dedication.choices.tradition.prompt":"Tradition","feats.archetype.eldritch-archer.eldritch-archer-dedication.choices.tradition.options.arcane.name":"Arcane","feats.archetype.eldritch-archer.eldritch-archer-dedication.choices.tradition.options.divine.name":"Divine","feats.archetype.eldritch-archer.eldritch-archer-dedication.choices.tradition.options.occult.name":"Occult","feats.archetype.eldritch-archer.eldritch-archer-dedication.choices.tradition.options.primal.name":"Primal","feats.archetype.eldritch-archer.basic-eldritch-archer-spellcasting.prerequisites.eldritch-archer-dedication":"Eldritch Archer Dedication","feats.archetype.eldritch-archer.basic-eldritch-archer-spellcasting.name":"Basic Eldritch Archer Spellcasting","feats.archetype.eldritch-archer.basic-eldritch-archer-spellcasting.description":"You gain the basic spellcasting benefits, adding a spell of your tradition to your repertoire for each new rank of slot.","feats.archetype.eldritch-archer.enchanting-shot.prerequisites.eldritch-archer-dedication":"Eldritch Archer Dedication","feats.archetype.eldritch-archer.enchanting-shot.name":"Enchanting Shot","feats.archetype.eldritch-archer.enchanting-shot.description":"Two actions, magical. Make a bow or crossbow Strike: a hit deals 2d6 more mental damage (3d6 with a greater striking rune, 4d6 with a major one), and a critical hit also stuns 1.","feats.archetype.eldritch-archer.enchanting-shot.actions.enchanting-shot.name":"Enchanting Shot","feats.archetype.eldritch-archer.enchanting-shot.actions.enchanting-shot.steps.weapon.prompt":"Choose a weapon","feats.archetype.eldritch-archer.magic-ammunition.prerequisites.eldritch-archer-dedication":"Eldritch Archer Dedication","feats.archetype.eldritch-archer.magic-ammunition.name":"Magic Ammunition","feats.archetype.eldritch-archer.magic-ammunition.description":"Choose three common magical ammunition of 4th level or lower; once a round you can turn a plain arrow or bolt into one of them, to shoot before your turn ends. You can take this feat again for three more.","feats.archetype.eldritch-archer.precious-ammunition.prerequisites.eldritch-archer-dedication":"Eldritch Archer Dedication","feats.archetype.eldritch-archer.precious-ammunition.name":"Precious Ammunition","feats.archetype.eldritch-archer.precious-ammunition.description":"One action, magical. A piece of ammunition counts as cold iron or silver (adamantine from 14th level) if you shoot it this turn.","feats.archetype.eldritch-archer.eldritch-reload.prerequisites.eldritch-archer-dedication":"Eldritch Archer Dedication","feats.archetype.eldritch-archer.eldritch-reload.name":"Eldritch Reload","feats.archetype.eldritch-archer.eldritch-reload.description":"Free action. Requirement: your last action this turn was Eldritch Shot, a spell from a slot or activating magical ammunition. Reload a weapon you wield.","feats.archetype.eldritch-archer.expert-eldritch-archer-spellcasting.prerequisites.basic-eldritch-archer-spellcasting":"Basic Eldritch Archer Spellcasting","feats.archetype.eldritch-archer.expert-eldritch-archer-spellcasting.name":"Expert Eldritch Archer Spellcasting","feats.archetype.eldritch-archer.expert-eldritch-archer-spellcasting.description":"You gain the expert spellcasting benefits.","feats.archetype.eldritch-archer.homing-shot.prerequisites.eldritch-archer-dedication":"Eldritch Archer Dedication","feats.archetype.eldritch-archer.homing-shot.name":"Homing Shot","feats.archetype.eldritch-archer.homing-shot.description":"One action, magical. Make a bow or crossbow Strike at a foe you can see that goes around corners, ignoring concealment and cover.","feats.archetype.eldritch-archer.homing-shot.actions.homing-shot.name":"Homing Shot","feats.archetype.eldritch-archer.homing-shot.actions.homing-shot.steps.weapon.prompt":"Choose a weapon","feats.archetype.eldritch-archer.incorporeal-shot.prerequisites.eldritch-archer-dedication":"Eldritch Archer Dedication","feats.archetype.eldritch-archer.incorporeal-shot.name":"Incorporeal Shot","feats.archetype.eldritch-archer.incorporeal-shot.description":"One action, magical; once a day. Make a bow or crossbow Strike that passes through mundane barriers, ignoring cover, concealment, hiding and shields' circumstance bonuses, with a +4 status bonus against armored targets.","feats.archetype.eldritch-archer.fatal-shot.prerequisites.eldritch-archer-dedication":"Eldritch Archer Dedication","feats.archetype.eldritch-archer.fatal-shot.name":"Fatal Shot","feats.archetype.eldritch-archer.fatal-shot.description":"Three actions, magical; once a day. Make a bow or crossbow Strike: a hit deals 10d10 more precision damage, and a critical hit forces a Fortitude save against your class or spell DC (death, incapacitation) or the target dies.","feats.archetype.eldritch-archer.fatal-shot.actions.fatal-shot.name":"Fatal Shot","feats.archetype.eldritch-archer.fatal-shot.actions.fatal-shot.steps.weapon.prompt":"Choose a weapon","feats.archetype.eldritch-archer.master-eldritch-archer-spellcasting.prerequisites.expert-eldritch-archer-spellcasting":"Expert Eldritch Archer Spellcasting","feats.archetype.eldritch-archer.master-eldritch-archer-spellcasting.name":"Master Eldritch Archer Spellcasting","feats.archetype.eldritch-archer.master-eldritch-archer-spellcasting.description":"You gain the master spellcasting benefits.","archetypes.eldritch-archer.name":"Eldritch Archer","archetypes.eldritch-archer.description":"You weave spells into your arrows and bolts.","feats.archetype.familiar-master.familiar-master-dedication.name":"Familiar Master Dedication","feats.archetype.familiar-master.familiar-master-dedication.description":"You gain a familiar; if you already have one, you gain Enhanced Familiar.","feats.archetype.familiar-master.familiar-mascot.prerequisites.familiar-master-dedication":"Familiar Master Dedication","feats.archetype.familiar-master.familiar-mascot.name":"Familiar Mascot","feats.archetype.familiar-master.familiar-mascot.description":"When choosing master abilities, you can give each one to an ally instead.","feats.archetype.familiar-master.familiar-conduit.prerequisites.familiar-master-dedication":"Familiar Master Dedication","feats.archetype.familiar-master.familiar-conduit.prerequisites.spellcaster":"able to cast spells","feats.archetype.familiar-master.familiar-conduit.name":"Familiar Conduit","feats.archetype.familiar-master.familiar-conduit.description":"One action, spellshape. Requirement: line of effect to your familiar. Your next spell with a range originates from your familiar.","feats.archetype.familiar-master.improved-familiar.prerequisites.familiar-master-dedication":"Familiar Master Dedication","feats.archetype.familiar-master.improved-familiar.name":"Improved Familiar","feats.archetype.familiar-master.improved-familiar.description":"A specific familiar needs two fewer abilities for you.","feats.archetype.familiar-master.mutable-familiar.prerequisites.familiar-master-dedication":"Familiar Master Dedication","feats.archetype.familiar-master.mutable-familiar.name":"Mutable Familiar","feats.archetype.familiar-master.mutable-familiar.description":"A 10-minute activity swaps some of your familiar's daily abilities for others.","feats.archetype.familiar-master.incredible-familiar.prerequisites.enhanced-familiar":"Enhanced Familiar","feats.archetype.familiar-master.incredible-familiar.name":"Incredible Familiar (Familiar Master)","feats.archetype.familiar-master.incredible-familiar.description":"You choose six familiar or master abilities a day instead of four.","archetypes.familiar-master.name":"Familiar Master","archetypes.familiar-master.description":"You share a magical bond with a familiar.","feats.archetype.gladiator.gladiator-dedication.prerequisites.impressive-performance":"Impressive Performance","feats.archetype.gladiator.gladiator-dedication.name":"Gladiator Dedication","feats.archetype.gladiator.gladiator-dedication.description":"You gain Additional Lore for Gladiatorial Lore (another Lore if you have it). With spectators, a fight starts with temporary Hit Points equal to your level for a minute, and you can roll Performance for initiative.","feats.archetype.gladiator.fancy-moves.prerequisites.gladiator-dedication":"Gladiator Dedication","feats.archetype.gladiator.fancy-moves.prerequisites.performance":"Expert in Performance","feats.archetype.gladiator.fancy-moves.name":"Fancy Moves","feats.archetype.gladiator.fancy-moves.description":"You can Demoralize with Performance.","feats.archetype.gladiator.play-to-the-crowd.prerequisites.gladiator-dedication":"Gladiator Dedication","feats.archetype.gladiator.play-to-the-crowd.name":"Play to the Crowd","feats.archetype.gladiator.play-to-the-crowd.description":"Reaction. Trigger: you drop a foe to 0 Hit Points before spectators. A Performance check grants one (two on a critical success): temporary Hit Points equal to your level, +1 circumstance to AC, or +1 circumstance to your next attack.","feats.archetype.gladiator.stage-fighting.prerequisites.gladiator-dedication":"Gladiator Dedication","feats.archetype.gladiator.stage-fighting.name":"Stage Fighting","feats.archetype.gladiator.stage-fighting.description":"No penalty for nonlethal attacks with lethal weapons or unarmed attacks.","feats.archetype.gladiator.performative-weapons-training.prerequisites.gladiator-dedication":"Gladiator Dedication","feats.archetype.gladiator.performative-weapons-training.name":"Performative Weapons Training","feats.archetype.gladiator.performative-weapons-training.description":"You treat the bo staff, spiked chain, sword cane, trident, war flail and whip (and the dueling cape) as simple weapons and get their critical specialization effects.","feats.archetype.gladiator.call-your-shot.prerequisites.play-to-the-crowd":"Play to the Crowd","feats.archetype.gladiator.call-your-shot.name":"Call Your Shot","feats.archetype.gladiator.call-your-shot.description":"Playing to the Crowd can also make a creature within 30 feet frightened 2.","archetypes.gladiator.name":"Gladiator","archetypes.gladiator.description":"You fight for the crowd, and the crowd loves you.","feats.archetype.herbalist.herbalist-dedication.prerequisites.natural-medicine":"Natural Medicine","feats.archetype.herbalist.herbalist-dedication.prerequisites.nature":"Trained in Nature","feats.archetype.herbalist.herbalist-dedication.name":"Herbalist Dedication","feats.archetype.herbalist.herbalist-dedication.description":"You gain advanced alchemy for 4 healing consumables a day (2 if you didn't prepare in the wild), your herbal items, whose formulas you remember. You become an expert in Nature and can Craft healing alchemical items with it and healer's tools.","feats.archetype.herbalist.fresh-ingredients.prerequisites.herbalist-dedication":"Herbalist Dedication","feats.archetype.herbalist.fresh-ingredients.name":"Fresh Ingredients","feats.archetype.herbalist.fresh-ingredients.description":"Treating Wounds with Natural Medicine always gets the +2 for fresh ingredients (+4 in the wild).","feats.archetype.herbalist.poultice-preparation.prerequisites.herbalist-dedication":"Herbalist Dedication","feats.archetype.herbalist.poultice-preparation.name":"Poultice Preparation","feats.archetype.herbalist.poultice-preparation.description":"An herbal elixir can be a poultice (oil, one-handed Interact) that also allows a flat check against one persistent acid, bleed or fire damage.","feats.archetype.herbalist.advanced-herbalism.prerequisites.herbalist-dedication":"Herbalist Dedication","feats.archetype.herbalist.advanced-herbalism.prerequisites.nature":"Expert in Nature","feats.archetype.herbalist.advanced-herbalism.name":"Advanced Herbalism","feats.archetype.herbalist.advanced-herbalism.description":"You make 6 herbal items a day (8 if you take this feat again at 10th level).","feats.archetype.herbalist.endemic-herbs.prerequisites.herbalist-dedication":"Herbalist Dedication","feats.archetype.herbalist.endemic-herbs.prerequisites.survival":"Trained in Survival","feats.archetype.herbalist.endemic-herbs.name":"Endemic Herbs","feats.archetype.herbalist.endemic-herbs.description":"Your herbal items grant a benefit for where you made them (aquatic +1 Fortitude, arctic and desert weather, forest +2 against disease and poison, mountain +1 Reflex, plains +1 Will, swamp ends a persistent bleed, underground +1 Perception).","archetypes.herbalist.name":"Herbalist","archetypes.herbalist.description":"You make remedies from the plants around you.","feats.archetype.linguist.linguist-dedication.prerequisites.languages":"You speak at least three languages","feats.archetype.linguist.linguist-dedication.name":"Linguist Dedication","feats.archetype.linguist.linguist-dedication.description":"You become trained in Society (an expert if you already were) and gain Multilingual twice.","feats.archetype.linguist.multilingual-cipher.prerequisites.linguist-dedication":"Linguist Dedication","feats.archetype.linguist.multilingual-cipher.prerequisites.society":"Expert in Society","feats.archetype.linguist.multilingual-cipher.name":"Multilingual Cipher","feats.archetype.linguist.multilingual-cipher.description":"You get +1 circumstance to Decipher Writing; others take −2 to decipher your codes unless they speak every language you used.","feats.archetype.linguist.phonetic-training.prerequisites.linguist-dedication":"Linguist Dedication","feats.archetype.linguist.phonetic-training.prerequisites.society":"Expert in Society","feats.archetype.linguist.phonetic-training.name":"Phonetic Training","feats.archetype.linguist.phonetic-training.description":"You can repeat and phonetically transcribe words you don't understand.","feats.archetype.linguist.spot-translate.prerequisites.linguist-dedication":"Linguist Dedication","feats.archetype.linguist.spot-translate.name":"Spot Translate","feats.archetype.linguist.spot-translate.description":"Reaction. Trigger: a creature within 60 feet uses a linguistic effect in a language you know. It also counts as another language you know.","feats.archetype.linguist.analyze-idiolect.prerequisites.linguist-dedication":"Linguist Dedication","feats.archetype.linguist.analyze-idiolect.prerequisites.deception":"Expert in Deception","feats.archetype.linguist.analyze-idiolect.prerequisites.society":"Expert in Society","feats.archetype.linguist.analyze-idiolect.name":"Analyze Idiolect","feats.archetype.linguist.analyze-idiolect.description":"After 10 minutes with someone, you get +4 circumstance to Impersonate them.","feats.archetype.linguist.read-shibboleths.prerequisites.linguist-dedication":"Linguist Dedication","feats.archetype.linguist.read-shibboleths.prerequisites.society":"Master in Society","feats.archetype.linguist.read-shibboleths.name":"Read Shibboleths","feats.archetype.linguist.read-shibboleths.description":"After 10 minutes with someone, you learn a minor fact about their background and gain +1 circumstance to Diplomacy and Deception with them.","feats.archetype.linguist.crude-communication.prerequisites.linguist-dedication":"Linguist Dedication","feats.archetype.linguist.crude-communication.name":"Crude Communication","feats.archetype.linguist.crude-communication.description":"After 10 minutes, a secret Society check lets you exchange basic ideas with a creature without a shared language (automatically as legendary).","archetypes.linguist.name":"Linguist","archetypes.linguist.description":"Languages come easily to you, and you read people through them.","feats.archetype.marshal.marshal-dedication.prerequisites.diplomacy-or-intimidation":"Trained in Diplomacy or Intimidation","feats.archetype.marshal.marshal-dedication.prerequisites.martial":"Trained in martial weapons","feats.archetype.marshal.marshal-dedication.name":"Marshal Dedication","feats.archetype.marshal.marshal-dedication.description":"Choose Diplomacy or Intimidation: you become trained in it (an expert if you already were). While conscious you have a 15-foot marshal's aura (emotion, mental, visual) giving you and allies in it a +1 status bonus to saves against fear.","feats.archetype.marshal.marshal-dedication.choices.skill.prompt":"Diplomacy or Intimidation","feats.archetype.marshal.dread-marshal-stance.prerequisites.marshal-dedication":"Marshal Dedication","feats.archetype.marshal.dread-marshal-stance.prerequisites.intimidation":"Trained in Intimidation","feats.archetype.marshal.dread-marshal-stance.name":"Dread Marshal Stance","feats.archetype.marshal.dread-marshal-stance.description":"One action, stance. Intimidation against an easy DC of your level: on a success your aura gives a +1 status bonus to damage (or your weapon's dice), and critical hits in it frighten the enemy 1; a critical failure locks you out for a minute.","feats.archetype.marshal.inspiring-marshal-stance.prerequisites.marshal-dedication":"Marshal Dedication","feats.archetype.marshal.inspiring-marshal-stance.prerequisites.diplomacy":"Trained in Diplomacy","feats.archetype.marshal.inspiring-marshal-stance.name":"Inspiring Marshal Stance","feats.archetype.marshal.inspiring-marshal-stance.description":"One action, stance. Diplomacy against an easy DC of your level: on a success your aura gives a +1 status bonus to attack rolls and saves against mental effects.","feats.archetype.marshal.snap-out-of-it.prerequisites.marshal-dedication":"Marshal Dedication","feats.archetype.marshal.snap-out-of-it.name":"Snap Out of It!","feats.archetype.marshal.snap-out-of-it.description":"One action. An ally in your aura under a mental effect of up to a minute that allowed a Will save saves again with +1, ending it on a success; it is then immune for 10 minutes.","feats.archetype.marshal.steel-yourself.prerequisites.marshal-dedication":"Marshal Dedication","feats.archetype.marshal.steel-yourself.name":"Steel Yourself!","feats.archetype.marshal.steel-yourself.description":"One action. An ally in your aura gains temporary Hit Points equal to your Charisma modifier and +2 circumstance to Fortitude saves until your next turn.","feats.archetype.marshal.cadence-call.prerequisites.marshal-dedication":"Marshal Dedication","feats.archetype.marshal.cadence-call.name":"Cadence Call","feats.archetype.marshal.cadence-call.description":"One action, flourish; once a minute. Willing allies in your aura are quickened until the end of their next turn, the action only to Stride; one that uses it is slowed 1 after.","feats.archetype.marshal.rallying-charge.prerequisites.marshal-dedication":"Marshal Dedication","feats.archetype.marshal.rallying-charge.name":"Rallying Charge","feats.archetype.marshal.rallying-charge.description":"Two actions. Stride and make a melee Strike; if it damages, allies within 60 feet who saw it gain temporary Hit Points equal to your Charisma modifier until your next turn.","feats.archetype.marshal.back-to-back.prerequisites.marshal-dedication":"Marshal Dedication","feats.archetype.marshal.back-to-back.name":"Back to Back","feats.archetype.marshal.back-to-back.description":"Adjacent allies aren't off-guard from flanking unless you are flanked too, and the same for you beside an ally.","feats.archetype.marshal.to-battle.prerequisites.marshal-dedication":"Marshal Dedication","feats.archetype.marshal.to-battle.name":"To Battle!","feats.archetype.marshal.to-battle.description":"One or two actions. An ally in your aura with a reaction can Stride (one action) or Strike (two) with it.","feats.archetype.marshal.topple-foe.prerequisites.marshal-dedication":"Marshal Dedication","feats.archetype.marshal.topple-foe.prerequisites.athletics":"Trained in Athletics","feats.archetype.marshal.topple-foe.name":"Topple Foe","feats.archetype.marshal.topple-foe.description":"Reaction. Trigger: an ally hits an enemy you are both adjacent to. Trip it.","feats.archetype.marshal.coordinated-charge.prerequisites.marshal-dedication":"Marshal Dedication","feats.archetype.marshal.coordinated-charge.name":"Coordinated Charge","feats.archetype.marshal.coordinated-charge.description":"Two actions, flourish. Stride and make a melee Strike; if it damages, allies within 60 feet who saw it can Stride toward the foe as a reaction.","feats.archetype.marshal.tactical-cadence.prerequisites.cadence-call":"Cadence Call","feats.archetype.marshal.tactical-cadence.prerequisites.marshal-dedication":"Marshal Dedication","feats.archetype.marshal.tactical-cadence.name":"Tactical Cadence","feats.archetype.marshal.tactical-cadence.description":"Cadence Call's extra action can Strike too, and doesn't slow allies after.","feats.archetype.marshal.target-of-opportunity.prerequisites.marshal-dedication":"Marshal Dedication","feats.archetype.marshal.target-of-opportunity.name":"Target of Opportunity","feats.archetype.marshal.target-of-opportunity.description":"Reaction. Trigger: an ally hits a ranged Strike at a foe in your first range increment. Make a ranged Strike at it at −2, outside your multiple attack penalty, combining damage for resistances.","archetypes.marshal.name":"Marshal","archetypes.marshal.description":"You lead allies in battle, steadying them with word and example.","feats.archetype.martial-artist.martial-artist-dedication.name":"Martial Artist Dedication","feats.archetype.martial-artist.martial-artist-dedication.description":"Your fist deals 1d6, and you take no penalty for lethal attacks with nonlethal unarmed attacks.","feats.archetype.martial-artist.follow-up-strike.prerequisites.martial-artist-dedication":"Martial Artist Dedication","feats.archetype.martial-artist.follow-up-strike.name":"Follow-up Strike","feats.archetype.martial-artist.follow-up-strike.description":"One action, flourish. Requirement: your last action was a missed melee unarmed Strike. Strike again with a melee unarmed attack at the same multiple attack penalty.","feats.archetype.martial-artist.follow-up-strike.actions.follow-up-strike.name":"Follow-up Strike","feats.archetype.martial-artist.follow-up-strike.actions.follow-up-strike.steps.weapon.prompt":"Choose a weapon","feats.archetype.martial-artist.grievous-blow.prerequisites.martial-artist-dedication":"Martial Artist Dedication","feats.archetype.martial-artist.grievous-blow.name":"Grievous Blow","feats.archetype.martial-artist.grievous-blow.description":"Two actions, flourish. Make an unarmed melee Strike dealing two more weapon dice (three from 18th level) and ignoring physical resistance up to your level; it counts as two attacks.","feats.archetype.martial-artist.grievous-blow.actions.grievous-blow.name":"Grievous Blow","feats.archetype.martial-artist.grievous-blow.actions.grievous-blow.steps.weapon.prompt":"Choose a weapon","feats.archetype.martial-artist.path-of-iron.prerequisites.martial-artist-dedication":"Martial Artist Dedication","feats.archetype.martial-artist.path-of-iron.name":"Path of Iron","feats.archetype.martial-artist.path-of-iron.description":"Three actions, flourish; once a minute. Stride without triggering reactions, Striking up to three different enemies along the way, the penalty rising only after all.","archetypes.martial-artist.name":"Martial Artist","archetypes.martial-artist.description":"You have trained your body as a weapon.","feats.archetype.mauler.mauler-dedication.prerequisites.str":"Strength +2","feats.archetype.mauler.mauler-dedication.name":"Mauler Dedication","feats.archetype.mauler.mauler-dedication.description":"You treat martial melee weapons needing two hands (or with two-hand) as simple and advanced ones as martial, and get their critical specialization as an expert.","feats.archetype.mauler.clear-the-way.prerequisites.mauler-dedication":"Mauler Dedication","feats.archetype.mauler.clear-the-way.name":"Clear the Way","feats.archetype.mauler.clear-the-way.description":"Two actions. Requirement: a melee weapon in two hands. Shove up to five adjacent creatures (no free hand needed), then Stride half your Speed without reactions from those you Shoved; the penalty rises only after all.","feats.archetype.mauler.shoving-sweep.prerequisites.mauler-dedication":"Mauler Dedication","feats.archetype.mauler.shoving-sweep.prerequisites.athletics":"Expert in Athletics","feats.archetype.mauler.shoving-sweep.name":"Shoving Sweep","feats.archetype.mauler.shoving-sweep.description":"Reaction. Trigger: an enemy in reach leaves a square while moving. Shove it (no free hand needed); it keeps moving unless you critically succeed.","feats.archetype.mauler.hammer-quake.prerequisites.mauler-dedication":"Mauler Dedication","feats.archetype.mauler.hammer-quake.name":"Hammer Quake","feats.archetype.mauler.hammer-quake.description":"Three actions, flourish. Strike an enemy in a square in reach, then Trip every enemy in that square and adjacent ones; three attacks, the penalty rising only after all.","feats.archetype.mauler.avalanche-strike.prerequisites.mauler-dedication":"Mauler Dedication","feats.archetype.mauler.avalanche-strike.name":"Avalanche Strike","feats.archetype.mauler.avalanche-strike.description":"Three actions, flourish. Strike every enemy in reach with your two-handed weapon, the penalty rising only after all.","archetypes.mauler.name":"Mauler","archetypes.mauler.description":"You swing heavy two-handed weapons that smash through foes.","feats.archetype.medic.medic-dedication.prerequisites.battle-medicine":"Battle Medicine","feats.archetype.medic.medic-dedication.prerequisites.medicine":"Trained in Medicine","feats.archetype.medic.medic-dedication.name":"Medic Dedication","feats.archetype.medic.medic-dedication.description":"You become an expert in Medicine. Your Battle Medicine and Treat Wounds heal 5 more Hit Points at DC 20, 10 at DC 30 and 15 at DC 40. Once a day (once an hour as a master) you can use Battle Medicine on a creature immune to it.","feats.archetype.medic.doctors-visitation.prerequisites.medic-dedication":"Medic Dedication","feats.archetype.medic.doctors-visitation.name":"Doctor's Visitation","feats.archetype.medic.doctors-visitation.description":"One or two actions, flourish. Stride, then Battle Medicine or Treat Poison (one action), or Administer First Aid or Treat Condition (two).","feats.archetype.medic.treat-condition.prerequisites.medic-dedication":"Medic Dedication","feats.archetype.medic.treat-condition.name":"Treat Condition","feats.archetype.medic.treat-condition.description":"Two actions. Try to counteract an adjacent creature's clumsy, enfeebled or sickened with Medicine: reduce it by 2 on a critical success, 1 on a success, raise it by 1 on a critical failure.","feats.archetype.medic.holistic-care.prerequisites.treat-condition":"Treat Condition","feats.archetype.medic.holistic-care.prerequisites.diplomacy":"Trained in Diplomacy","feats.archetype.medic.holistic-care.name":"Holistic Care","feats.archetype.medic.holistic-care.description":"Treat Condition also reduces frightened, stupefied and stunned (with a value).","feats.archetype.medic.resuscitate.prerequisites.medic-dedication":"Medic Dedication","feats.archetype.medic.resuscitate.prerequisites.medicine":"Legendary in Medicine","feats.archetype.medic.resuscitate.name":"Resuscitate","feats.archetype.medic.resuscitate.description":"Three actions. A DC 40 Medicine check revives a creature dead for at most 3 rounds with raise dead's effects, wounded 1 higher; it is then immune for a day.","archetypes.medic.name":"Medic","archetypes.medic.description":"You keep your companions alive in the thick of battle.","feats.archetype.pirate.pirate-dedication.prerequisites.intimidation":"Trained in Intimidation","feats.archetype.pirate.pirate-dedication.name":"Pirate Dedication","feats.archetype.pirate.pirate-dedication.description":"You gain Additional Lore for Sailing Lore or a coastal city's Lore, ignore difficult terrain from unsteady ground, and gain Boarding Assault: Stride twice or swing on a rope (Acrobatics, usually DC 20), then Strike, with one more weapon die if you boarded or left a vessel.","feats.archetype.pirate.pirate-combat-training.prerequisites.pirate-dedication":"Pirate Dedication","feats.archetype.pirate.pirate-combat-training.name":"Pirate Combat Training","feats.archetype.pirate.pirate-combat-training.description":"You gain Combat Climber or Underwater Marauder without their prerequisites, treat the hatchet, rapier, scimitar and whip as simple weapons, and from 5th level get their critical specialization.","feats.archetype.pirate.pirate-combat-training.choices.feat.prompt":"Combat Climber or Underwater Marauder","feats.archetype.pirate.rope-runner.prerequisites.pirate-dedication":"Pirate Dedication","feats.archetype.pirate.rope-runner.prerequisites.acrobatics":"Trained in Acrobatics","feats.archetype.pirate.rope-runner.prerequisites.athletics":"Trained in Athletics","feats.archetype.pirate.rope-runner.name":"Rope Runner","feats.archetype.pirate.rope-runner.description":"You have a 15-foot climb Speed on ropes and rigging; a success to Climb or Balance is a critical success, and you aren't off-guard on ropes.","feats.archetype.pirate.walk-the-plank.prerequisites.pirate-dedication":"Pirate Dedication","feats.archetype.pirate.walk-the-plank.name":"Walk the Plank","feats.archetype.pirate.walk-the-plank.description":"Two actions. Demoralize a foe; on a success you also make it Stride its Speed along a path you choose (into danger only on a critical success). It is then immune for 10 minutes.","archetypes.pirate.name":"Pirate","archetypes.pirate.description":"You sail the seas, board ships and take what you want.","feats.archetype.poisoner.poisoner-dedication.prerequisites.crafting":"Trained in Crafting","feats.archetype.poisoner.poisoner-dedication.name":"Poisoner Dedication","feats.archetype.poisoner.poisoner-dedication.description":"You gain advanced alchemy for four alchemical poisons a day, whose formulas you remember.","feats.archetype.poisoner.poisoners-twist.prerequisites.poisoner-dedication":"Poisoner Dedication","feats.archetype.poisoner.poisoners-twist.prerequisites.medicine":"Trained in Medicine","feats.archetype.poisoner.poisoners-twist.name":"Poisoner's Twist","feats.archetype.poisoner.poisoners-twist.description":"One action. Requirement: your last action was a damaging melee Strike against a creature afflicted by a poison you know. It takes 1d6 damage of the Strike's type and 1d6 poison (2d6 each from 18th level).","feats.archetype.poisoner.poisoners-twist.actions.poisoners-twist.name":"Poisoner's Twist","feats.archetype.poisoner.poisoners-twist.actions.poisoners-twist.results.dealt.name":"Damage dealt","feats.archetype.poisoner.advanced-poisoncraft.prerequisites.poisoner-dedication":"Poisoner Dedication","feats.archetype.poisoner.advanced-poisoncraft.name":"Advanced Poisoncraft","feats.archetype.poisoner.advanced-poisoncraft.description":"You make 6 poisons a day (8 if you take this feat again at 10th).","feats.archetype.poisoner.poison-coat.prerequisites.poisoner-dedication":"Poisoner Dedication","feats.archetype.poisoner.poison-coat.name":"Poison Coat","feats.archetype.poisoner.poison-coat.description":"Brush a contact or injury poison into your clothing (one at a time) to gain Once Bitten: when an adjacent creature hits you with an unarmed Strike, it's exposed to the poison.","feats.archetype.poisoner.acquired-tolerance.prerequisites.poisoner-dedication":"Poisoner Dedication","feats.archetype.poisoner.acquired-tolerance.name":"Acquired Tolerance","feats.archetype.poisoner.acquired-tolerance.description":"Reaction, fortune. Trigger: you fail a save against a poison. Reroll it; you can use this again only against the same poison until your next preparations.","feats.archetype.poisoner.chemical-contagion.prerequisites.poisoner-dedication":"Poisoner Dedication","feats.archetype.poisoner.chemical-contagion.name":"Chemical Contagion","feats.archetype.poisoner.chemical-contagion.description":"You gain the toxicologist's greater field discovery: your injury poisons can spray onto creatures.","archetypes.poisoner.name":"Poisoner","archetypes.poisoner.description":"You keep toxins close at hand and know how to use them.","feats.archetype.ritualist.ritualist-dedication.prerequisites.skill":"Expert in Arcana, Nature, Occultism or Religion","feats.archetype.ritualist.ritualist-dedication.name":"Ritualist Dedication","feats.archetype.ritualist.ritualist-dedication.description":"You gain a +2 circumstance bonus to checks to perform a ritual. You learn two uncommon rituals of 2nd rank or lower, two more at 8th level and every 4 levels after (of up to half the level), which only you can lead.","feats.archetype.ritualist.flexible-ritualist.prerequisites.ritualist-dedication":"Ritualist Dedication","feats.archetype.ritualist.flexible-ritualist.name":"Flexible Ritualist","feats.archetype.ritualist.flexible-ritualist.description":"You can stand in for one secondary caster of a ritual you lead, making its check.","feats.archetype.ritualist.resourceful-ritualist.prerequisites.ritualist-dedication":"Ritualist Dedication","feats.archetype.ritualist.resourceful-ritualist.name":"Resourceful Ritualist","feats.archetype.ritualist.resourceful-ritualist.description":"You can attempt a ritual's checks one proficiency rank below what it requires.","feats.archetype.ritualist.efficient-rituals.prerequisites.ritualist-dedication":"Ritualist Dedication","feats.archetype.ritualist.efficient-rituals.name":"Efficient Rituals","feats.archetype.ritualist.efficient-rituals.description":"A day-long ritual takes 4 hours, longer ones half the days; from 14th level days become hours.","feats.archetype.ritualist.assured-ritualist.prerequisites.flexible-ritualist":"Flexible Ritualist","feats.archetype.ritualist.assured-ritualist.name":"Assured Ritualist","feats.archetype.ritualist.assured-ritualist.description":"Fortune. As primary caster, improve one failed secondary check by one degree.","feats.archetype.ritualist.enterprising-ritualist.prerequisites.ritualist-dedication":"Ritualist Dedication","feats.archetype.ritualist.enterprising-ritualist.name":"Enterprising Ritualist","feats.archetype.ritualist.enterprising-ritualist.description":"Rituals' gold costs drop by 10% for you, 20% on a critical success.","archetypes.ritualist.name":"Ritualist","archetypes.ritualist.description":"You have mastered the difficult art of rituals.","feats.archetype.scout.scout-dedication.prerequisites.stealth":"Trained in Stealth","feats.archetype.scout.scout-dedication.prerequisites.survival":"Trained in Survival","feats.archetype.scout.scout-dedication.name":"Scout Dedication","feats.archetype.scout.scout-dedication.description":"You can Scout while you Avoid Notice, and your Scout bonus to initiative is +2.","feats.archetype.scout.scouts-charge.prerequisites.scout-dedication":"Scout Dedication","feats.archetype.scout.scouts-charge.name":"Scout's Charge","feats.archetype.scout.scouts-charge.description":"Two actions, flourish. Stride, Feint an enemy (with Stealth if you like), then Strike it.","feats.archetype.scout.terrain-scout.prerequisites.scout-dedication":"Scout Dedication","feats.archetype.scout.terrain-scout.name":"Terrain Scout","feats.archetype.scout.terrain-scout.choices.terrain.prompt":"Second terrain","feats.archetype.scout.terrain-scout.choices.terrain.options.rubble.name":"Rubble","feats.archetype.scout.terrain-scout.choices.terrain.options.snow.name":"Snow","feats.archetype.scout.terrain-scout.choices.terrain.options.underbrush.name":"Underbrush","feats.archetype.scout.terrain-scout.description":"You gain Terrain Stalker twice, for two terrains, and can share one with an ally following you.","feats.archetype.scout.fleeting-shadow.prerequisites.scout-dedication":"Scout Dedication","feats.archetype.scout.fleeting-shadow.name":"Fleeting Shadow","feats.archetype.scout.fleeting-shadow.description":"Two actions, flourish. Hide, then Sneak twice.","feats.archetype.scout.scouts-speed.prerequisites.scout-dedication":"Scout Dedication","feats.archetype.scout.scouts-speed.name":"Scout's Speed","feats.archetype.scout.scouts-speed.description":"You gain a +10-foot status bonus to Speed (+20 for travel speed).","feats.archetype.scout.scouts-pounce.prerequisites.scout-dedication":"Scout Dedication","feats.archetype.scout.scouts-pounce.name":"Scout's Pounce","feats.archetype.scout.scouts-pounce.description":"Two actions, flourish. Requirement: hidden from or undetected by every foe and not within 10 feet of one. Stride, then Strike twice, the target off-guard if it didn't notice you.","archetypes.scout.name":"Scout","archetypes.scout.description":"You range ahead, unseen, and warn your companions of danger.","feats.archetype.scroll-trickster.scroll-trickster-dedication.prerequisites.skill":"Trained in Arcana, Nature, Occultism or Religion","feats.archetype.scroll-trickster.scroll-trickster-dedication.name":"Scroll Trickster Dedication","feats.archetype.scroll-trickster.scroll-trickster-dedication.description":"You gain Trick Magic Item, with a +2 circumstance bonus to Trick scrolls; a critical failure to Trick a scroll is a failure.","feats.archetype.scroll-trickster.basic-scroll-cache.prerequisites.scroll-trickster-dedication":"Scroll Trickster Dedication","feats.archetype.scroll-trickster.basic-scroll-cache.name":"Basic Scroll Cache","feats.archetype.scroll-trickster.basic-scroll-cache.description":"Each day you make a temporary scroll of a 1st-rank spell (and a 2nd-rank one from 8th level) you can access, of a tradition whose skill you're trained in.","feats.archetype.scroll-trickster.skim-scroll.prerequisites.scroll-trickster-dedication":"Scroll Trickster Dedication","feats.archetype.scroll-trickster.skim-scroll.name":"Skim Scroll","feats.archetype.scroll-trickster.skim-scroll.description":"One action. Draw a scroll and Trick it.","feats.archetype.scroll-trickster.expert-scroll-cache.prerequisites.basic-scroll-cache":"Basic Scroll Cache","feats.archetype.scroll-trickster.expert-scroll-cache.name":"Expert Scroll Cache","feats.archetype.scroll-trickster.expert-scroll-cache.description":"Your daily scrolls add a 3rd-rank spell, a 4th-rank one at 14th level and a 5th-rank one at 16th.","feats.archetype.scroll-trickster.master-scroll-cache.prerequisites.expert-scroll-cache":"Expert Scroll Cache","feats.archetype.scroll-trickster.master-scroll-cache.name":"Master Scroll Cache","feats.archetype.scroll-trickster.master-scroll-cache.description":"Your daily scrolls add a 6th-rank spell, and a 7th-rank one at 20th level.","archetypes.scroll-trickster.name":"Scroll Trickster","archetypes.scroll-trickster.description":"You coax magic out of scrolls whatever your training.","feats.archetype.scrounger.scrounger-dedication.prerequisites.crafting":"Trained in Crafting","feats.archetype.scrounger.scrounger-dedication.name":"Scrounger Dedication","feats.archetype.scrounger.scrounger-dedication.description":"You Craft without tools or a workshop and memorize your formulas. You gain Cobble Together: in 10 minutes, a temporary shoddy item (common, mundane, half your level or lower) lasting 1d4 hours, made for one creature who ignores its shoddiness.","feats.archetype.scrounger.reverse-engineering.prerequisites.scrounger-dedication":"Scrounger Dedication","feats.archetype.scrounger.reverse-engineering.prerequisites.crafting":"Expert in Crafting","feats.archetype.scrounger.reverse-engineering.name":"Reverse Engineering","feats.archetype.scrounger.reverse-engineering.description":"You get +2 circumstance to reverse engineer a formula, after one day's setup; a critical success also rebuilds the item.","feats.archetype.scrounger.magical-scrounger.prerequisites.magical-crafting":"Magical Crafting","feats.archetype.scrounger.magical-scrounger.prerequisites.scrounger-dedication":"Scrounger Dedication","feats.archetype.scrounger.magical-scrounger.name":"Magical Scrounger","feats.archetype.scrounger.magical-scrounger.description":"Once a day, Cobble Together a temporary common magic item you hold or wear, of half your level or lower.","feats.archetype.scrounger.expert-disassembly.prerequisites.scrounger-dedication":"Scrounger Dedication","feats.archetype.scrounger.expert-disassembly.prerequisites.crafting":"Master in Crafting","feats.archetype.scrounger.expert-disassembly.name":"Expert Disassembly","feats.archetype.scrounger.expert-disassembly.description":"You can use Crafting instead of Thievery to Disable a Device or Pick a Lock.","archetypes.scrounger.name":"Scrounger","archetypes.scrounger.description":"You build what you need from whatever is at hand.","feats.archetype.sentinel.sentinel-dedication.name":"Sentinel Dedication","feats.archetype.sentinel.sentinel-dedication.description":"You become trained in light and medium armor (and heavy armor if you already had both). Your armor proficiency rises with any other armor expertise a class gives you.","feats.archetype.sentinel.steel-skin.prerequisites.sentinel-dedication":"Sentinel Dedication","feats.archetype.sentinel.steel-skin.prerequisites.survival":"Trained in Survival","feats.archetype.sentinel.steel-skin.name":"Steel Skin","feats.archetype.sentinel.steel-skin.description":"You can rest normally in medium armor, and in heavy armor once you're a master in heavy armor.","feats.archetype.sentinel.armor-specialist.prerequisites.sentinel-dedication":"Sentinel Dedication","feats.archetype.sentinel.armor-specialist.name":"Armor Specialist","feats.archetype.sentinel.armor-specialist.description":"You gain the armor specialization effects of every armor you're proficient with.","feats.archetype.sentinel.armored-rebuff.prerequisites.sentinel-dedication":"Sentinel Dedication","feats.archetype.sentinel.armored-rebuff.name":"Armored Rebuff","feats.archetype.sentinel.armored-rebuff.description":"Reaction. Trigger: an adjacent enemy critically fails a melee Strike against you while you wear medium or heavy armor. Shove it without a free hand (you don't follow).","feats.archetype.sentinel.mighty-bulwark.prerequisites.sentinel-dedication":"Sentinel Dedication","feats.archetype.sentinel.mighty-bulwark.name":"Mighty Bulwark","feats.archetype.sentinel.mighty-bulwark.description":"Your armor's bulwark trait gives +4 instead of +3, and on every Reflex save, not only against damaging effects.","archetypes.sentinel.name":"Sentinel","archetypes.sentinel.description":"You make the most of your armor.","feats.archetype.snarecrafter.snarecrafter-dedication.prerequisites.crafting":"Trained in Crafting","feats.archetype.snarecrafter.snarecrafter-dedication.name":"Snarecrafter Dedication","feats.archetype.snarecrafter.snarecrafter-dedication.description":"You gain Snare Crafting; your snares' save DCs use your class DC if higher, and 1-minute snares take 3 Interact actions. Each day you prepare four snares (six as a master in Crafting, eight as legendary) at no cost, and gain three snare formulas at each new Crafting rank.","feats.archetype.snarecrafter.surprise-snare.prerequisites.snarecrafter-dedication":"Snarecrafter Dedication","feats.archetype.snarecrafter.surprise-snare.name":"Surprise Snare","feats.archetype.snarecrafter.surprise-snare.description":"Three actions. Install a prepared snare in an enemy's space; it triggers at once.","feats.archetype.snarecrafter.remote-trigger.prerequisites.snarecrafter-dedication":"Snarecrafter Dedication","feats.archetype.snarecrafter.remote-trigger.name":"Remote Trigger","feats.archetype.snarecrafter.remote-trigger.description":"You can Strike a snare to trigger it (automatically one you made).","feats.archetype.snarecrafter.giant-snare.prerequisites.snarecrafter-dedication":"Snarecrafter Dedication","feats.archetype.snarecrafter.giant-snare.name":"Giant Snare","feats.archetype.snarecrafter.giant-snare.description":"A prepared snare can be giant, 10 by 10 feet, costing two of your daily snares.","feats.archetype.snarecrafter.lightning-snares.prerequisites.snarecrafter-dedication":"Snarecrafter Dedication","feats.archetype.snarecrafter.lightning-snares.prerequisites.crafting":"Master in Crafting","feats.archetype.snarecrafter.lightning-snares.name":"Lightning Snares","feats.archetype.snarecrafter.lightning-snares.description":"A 1-minute snare takes a single Interact action.","feats.archetype.snarecrafter.plentiful-snares.prerequisites.snarecrafter-dedication":"Snarecrafter Dedication","feats.archetype.snarecrafter.plentiful-snares.name":"Plentiful Snares","feats.archetype.snarecrafter.plentiful-snares.description":"You prepare twice as many snares a day.","archetypes.snarecrafter.name":"Snarecrafter","archetypes.snarecrafter.description":"You lay snares and traps faster than anyone.","feats.archetype.talisman-dabbler.talisman-dabbler-dedication.name":"Talisman Dabbler Dedication","feats.archetype.talisman-dabbler.talisman-dabbler-dedication.description":"You can craft talismans and know every common talisman formula of your level or lower. Each day you make two temporary talismans of up to half your level, whose DCs use your class or spell DC if higher, and you can affix or remove four talismans in 10 minutes.","feats.archetype.talisman-dabbler.quick-fix.prerequisites.talisman-dabbler-dedication":"Talisman Dabbler Dedication","feats.archetype.talisman-dabbler.quick-fix.name":"Quick Fix","feats.archetype.talisman-dabbler.quick-fix.description":"You gain Rapid Affixture, affixing up to four talismans a minute, and its 3-action activity from 12th level.","feats.archetype.talisman-dabbler.deeper-dabbler.prerequisites.talisman-dabbler-dedication":"Talisman Dabbler Dedication","feats.archetype.talisman-dabbler.deeper-dabbler.prerequisites.retake-level":"Taken again: 14th level","feats.archetype.talisman-dabbler.deeper-dabbler.name":"Deeper Dabbler","feats.archetype.talisman-dabbler.deeper-dabbler.description":"You make two more temporary talismans a day; you can take this feat again at 14th level.","feats.archetype.talisman-dabbler.talismanic-sage.prerequisites.talisman-dabbler-dedication":"Talisman Dabbler Dedication","feats.archetype.talisman-dabbler.talismanic-sage.name":"Talismanic Sage","feats.archetype.talisman-dabbler.talismanic-sage.description":"One item you treat can have two active talismans at once.","archetypes.talisman-dabbler.name":"Talisman Dabbler","archetypes.talisman-dabbler.description":"You make and use talismans, even makeshift ones.","feats.archetype.vigilante.vigilante-dedication.prerequisites.deception":"Trained in Deception","feats.archetype.vigilante.vigilante-dedication.name":"Vigilante Dedication","feats.archetype.vigilante.vigilante-dedication.description":"You have a social and a vigilante identity. Discerning the other takes a Perception check against 20 + your Deception proficiency bonus, and changing identity takes a minute out of sight. Your class and vigilante feats belong to the vigilante identity.","feats.archetype.vigilante.hidden-magic.prerequisites.vigilante-dedication":"Vigilante Dedication","feats.archetype.vigilante.hidden-magic.prerequisites.magic-skill":"Expert in Arcana, Nature, Occultism or Religion","feats.archetype.vigilante.hidden-magic.name":"Hidden Magic","feats.archetype.vigilante.hidden-magic.description":"During daily preparations your magic items can appear mundane; detect magic or read aura needs a Perception check against your Deception DC to see through it.","feats.archetype.vigilante.minion-guise.prerequisites.vigilante-dedication":"Vigilante Dedication","feats.archetype.vigilante.minion-guise.prerequisites.deception":"Expert in Deception; an animal companion or familiar","feats.archetype.vigilante.minion-guise.name":"Minion Guise","feats.archetype.vigilante.minion-guise.description":"Your companion or familiar takes a social identity too.","feats.archetype.vigilante.safe-house.prerequisites.vigilante-dedication":"Vigilante Dedication","feats.archetype.vigilante.safe-house.name":"Safe House","feats.archetype.vigilante.safe-house.description":"You set up a hidden safe house (two 10-foot cubes, more with Deception rank) shielded by veil of privacy.","feats.archetype.vigilante.social-purview.prerequisites.vigilante-dedication":"Vigilante Dedication","feats.archetype.vigilante.social-purview.name":"Social Purview","feats.archetype.vigilante.social-purview.description":"Choose an archetype you qualify for: you gain its dedication and can take its feats even before completing this archetype, as part of your social identity.","feats.archetype.vigilante.startling-appearance.prerequisites.vigilante-dedication":"Vigilante Dedication","feats.archetype.vigilante.startling-appearance.name":"Startling Appearance","feats.archetype.vigilante.startling-appearance.description":"One action, emotion, fear, mental. Requirement: the target hasn't noticed you. Strike it while it's off-guard; on a hit it stays off-guard this turn and is frightened 1 (2 on a critical hit).","feats.archetype.vigilante.startling-appearance.actions.startling-appearance.name":"Startling Appearance","feats.archetype.vigilante.startling-appearance.actions.startling-appearance.steps.weapon.prompt":"Choose a weapon","feats.archetype.vigilante.quick-change.prerequisites.vigilante-dedication":"Vigilante Dedication","feats.archetype.vigilante.quick-change.prerequisites.deception":"Master in Deception","feats.archetype.vigilante.quick-change.name":"Quick Change","feats.archetype.vigilante.quick-change.description":"Changing identity takes three actions (one as legendary in Deception).","feats.archetype.vigilante.subjective-truth.prerequisites.vigilante-dedication":"Vigilante Dedication","feats.archetype.vigilante.subjective-truth.prerequisites.deception":"Master in Deception","feats.archetype.vigilante.subjective-truth.name":"Subjective Truth","feats.archetype.vigilante.subjective-truth.description":"What's true for your current identity fools magic that reveals lies.","feats.archetype.vigilante.many-guises.prerequisites.vigilante-dedication":"Vigilante Dedication","feats.archetype.vigilante.many-guises.prerequisites.deception":"Master in Deception","feats.archetype.vigilante.many-guises.name":"Many Guises","feats.archetype.vigilante.many-guises.description":"You can take a nondescript ordinary identity instead, which detection magic needs a counteract check against your Deception DC to see past.","feats.archetype.vigilante.frightening-appearance.prerequisites.startling-appearance":"Startling Appearance","feats.archetype.vigilante.frightening-appearance.prerequisites.intimidation":"Expert in Intimidation","feats.archetype.vigilante.frightening-appearance.name":"Frightening Appearance","feats.archetype.vigilante.frightening-appearance.description":"Startling Appearance also lets you Demoralize each enemy within 10 feet that hadn't noticed you.","feats.archetype.vigilante.stunning-appearance.prerequisites.startling-appearance":"Startling Appearance","feats.archetype.vigilante.stunning-appearance.name":"Stunning Appearance","feats.archetype.vigilante.stunning-appearance.description":"Startling Appearance's hit also stuns an enemy of your level or lower 1 (2 on a critical hit).","archetypes.vigilante.name":"Vigilante","archetypes.vigilante.description":"You lead a double life, one identity hiding the other.","feats.archetype.viking.viking-dedication.prerequisites.athletics":"Trained in Athletics","feats.archetype.viking.viking-dedication.name":"Viking Dedication","feats.archetype.viking.viking-dedication.description":"You gain Additional Lore for Sailing Lore and for Warfare Lore, ignore difficult terrain from shallow water, and a success to Swim is a critical success.","feats.archetype.viking.hurling-charge.prerequisites.viking-dedication":"Viking Dedication","feats.archetype.viking.hurling-charge.name":"Hurling Charge","feats.archetype.viking.hurling-charge.description":"Two actions. Make a thrown ranged Strike, Stride, then draw a weapon without triggering reactions; raging and ending beside a foe, it's off-guard to your next Strike with it.","feats.archetype.viking.viking-weapon-familiarity.prerequisites.viking-dedication":"Viking Dedication","feats.archetype.viking.viking-weapon-familiarity.name":"Viking Weapon Familiarity","feats.archetype.viking.viking-weapon-familiarity.description":"You gain Shield Block and treat the battle axe, hatchet, longsword, shield boss, shield spikes and shortsword as simple weapons, with critical specialization from 5th level.","feats.archetype.viking.second-shield.prerequisites.viking-dedication":"Viking Dedication","feats.archetype.viking.second-shield.name":"Second Shield","feats.archetype.viking.second-shield.description":"Free action. Trigger: your Shield Block breaks or destroys your shield. Draw another shield, or an object as an improvised one.","feats.archetype.viking.into-the-fray.prerequisites.viking-dedication":"Viking Dedication","feats.archetype.viking.into-the-fray.name":"Into the Fray","feats.archetype.viking.into-the-fray.description":"Two actions. Leap, Stride or Swim, Striking two different enemies on the way, one with your weapon and one with your shield, the penalty rising after both.","archetypes.viking.name":"Viking","archetypes.viking.description":"You raid from the sea with axe and shield.","feats.archetype.weapon-improviser.weapon-improviser-dedication.prerequisites.martial":"Trained in martial weapons","feats.archetype.weapon-improviser.weapon-improviser-dedication.name":"Weapon Improviser Dedication","feats.archetype.weapon-improviser.weapon-improviser-dedication.description":"You take no penalty with improvised weapons, whose damage die is at least 1d6 (1d4 if agile).","feats.archetype.weapon-improviser.improvised-pummel.prerequisites.weapon-improviser-dedication":"Weapon Improviser Dedication","feats.archetype.weapon-improviser.improvised-pummel.name":"Improvised Pummel","feats.archetype.weapon-improviser.improvised-pummel.description":"Improvised weapon Strikes get +1 item bonus (+2 from 12th) and two weapon dice (three from 16th); a critical hit breaks the object.","feats.archetype.weapon-improviser.surprise-strike.prerequisites.weapon-improviser-dedication":"Weapon Improviser Dedication","feats.archetype.weapon-improviser.surprise-strike.name":"Surprise Strike","feats.archetype.weapon-improviser.surprise-strike.description":"A creature that hasn't seen you fight with improvised weapons is off-guard to your first such Strike.","feats.archetype.weapon-improviser.improvised-critical.prerequisites.weapon-improviser-dedication":"Weapon Improviser Dedication","feats.archetype.weapon-improviser.improvised-critical.name":"Improvised Critical","feats.archetype.weapon-improviser.improvised-critical.description":"Your improvised weapons get a critical specialization effect the GM picks.","feats.archetype.weapon-improviser.makeshift-strike.prerequisites.weapon-improviser-dedication":"Weapon Improviser Dedication","feats.archetype.weapon-improviser.makeshift-strike.name":"Makeshift Strike","feats.archetype.weapon-improviser.makeshift-strike.description":"One action. Pick up an object in reach and Strike with it as an improvised weapon.","feats.archetype.weapon-improviser.shattering-strike.prerequisites.improvised-pummel":"Improvised Pummel","feats.archetype.weapon-improviser.shattering-strike.name":"Shattering Strike (Weapon Improviser)","feats.archetype.weapon-improviser.shattering-strike.description":"Reaction. Trigger: Improvised Pummel's critical hit breaks your weapon. It shatters, dealing 3d6 more piercing damage (not doubled).","archetypes.weapon-improviser.name":"Weapon Improviser","archetypes.weapon-improviser.description":"Anything you pick up is a weapon in your hands.","feats.archetype.wrestler.wrestler-dedication.prerequisites.athletics":"Trained in Athletics","feats.archetype.wrestler.wrestler-dedication.name":"Wrestler Dedication","feats.archetype.wrestler.wrestler-dedication.description":"You become an expert in Athletics and gain Titan Wrestler. You take no penalty for lethal attacks with nonlethal unarmed attacks, and get +2 circumstance to your Fortitude DC against being Grappled or Swallowed Whole.","feats.archetype.wrestler.disengaging-twist.prerequisites.wrestler-dedication":"Wrestler Dedication","feats.archetype.wrestler.disengaging-twist.name":"Disengaging Twist","feats.archetype.wrestler.disengaging-twist.description":"Reaction. Trigger: a creature grabs or restrains you. Escape with Athletics at +2 circumstance.","feats.archetype.wrestler.elbow-breaker.prerequisites.wrestler-dedication":"Wrestler Dedication","feats.archetype.wrestler.elbow-breaker.name":"Elbow Breaker","feats.archetype.wrestler.elbow-breaker.description":"One action. Requirement: you have a creature grabbed or restrained. Make an unarmed melee Strike against it: a critical hit knocks a held item out of its grasp; a hit loosens its grip (+2 to Disarm it, −2 to its checks with the item).","feats.archetype.wrestler.elbow-breaker.actions.elbow-breaker.name":"Elbow Breaker","feats.archetype.wrestler.elbow-breaker.actions.elbow-breaker.steps.weapon.prompt":"Choose a weapon","feats.archetype.wrestler.suplex.prerequisites.wrestler-dedication":"Wrestler Dedication","feats.archetype.wrestler.suplex.name":"Suplex","feats.archetype.wrestler.suplex.description":"One action. Requirement: you have a creature grabbed or restrained. Make an unarmed melee Strike against it: on a hit it lands prone (and takes 2d6 more bludgeoning on a critical hit). You release it either way.","feats.archetype.wrestler.suplex.actions.suplex.name":"Suplex","feats.archetype.wrestler.suplex.actions.suplex.steps.weapon.prompt":"Choose a weapon","feats.archetype.wrestler.clinch-strike.prerequisites.wrestler-dedication":"Wrestler Dedication","feats.archetype.wrestler.clinch-strike.name":"Clinch Strike","feats.archetype.wrestler.clinch-strike.description":"Reaction. Trigger: a creature you grabbed or restrained Escapes. Make an unarmed melee Strike against it.","feats.archetype.wrestler.clinch-strike.actions.clinch-strike.name":"Clinch Strike","feats.archetype.wrestler.clinch-strike.actions.clinch-strike.steps.weapon.prompt":"Choose a weapon","feats.archetype.wrestler.running-tackle.prerequisites.wrestler-dedication":"Wrestler Dedication","feats.archetype.wrestler.running-tackle.name":"Running Tackle","feats.archetype.wrestler.running-tackle.description":"Two actions. Stride twice or Leap, then Grapple or Shove (during the jump).","feats.archetype.wrestler.strangle.prerequisites.wrestler-dedication":"Wrestler Dedication","feats.archetype.wrestler.strangle.name":"Strangle","feats.archetype.wrestler.strangle.description":"One action. Requirement: you have a creature grabbed or restrained. Make an unarmed melee Strike against it: a hit gets a circumstance bonus to damage equal to the weapon's dice, and it can barely speak until your next turn (DC 10 flat check or lose a spoken action).","feats.archetype.wrestler.strangle.actions.strangle.name":"Strangle","feats.archetype.wrestler.strangle.actions.strangle.steps.weapon.prompt":"Choose a weapon","feats.archetype.wrestler.submission-hold.prerequisites.wrestler-dedication":"Wrestler Dedication","feats.archetype.wrestler.submission-hold.name":"Submission Hold","feats.archetype.wrestler.submission-hold.description":"One action. Requirement: you have a creature grabbed or restrained. Grapple it again: on a success it is enfeebled 1 until the end of its next turn (enfeebled 2, then 1 for a minute, on a critical success).","feats.archetype.wrestler.aerial-piledriver.prerequisites.wrestler-dedication":"Wrestler Dedication","feats.archetype.wrestler.aerial-piledriver.name":"Aerial Piledriver","feats.archetype.wrestler.aerial-piledriver.description":"Two actions, attack. Requirement: you have a creature grabbed or restrained. Make an unarmed melee Strike with 1d6 more damage per weapon die: a hit knocks it prone; a miss loses your grip; a critical miss also knocks you prone.","feats.archetype.wrestler.aerial-piledriver.actions.aerial-piledriver.name":"Aerial Piledriver","feats.archetype.wrestler.aerial-piledriver.actions.aerial-piledriver.steps.weapon.prompt":"Choose a weapon","feats.archetype.wrestler.spinebreaker.prerequisites.wrestler-dedication":"Wrestler Dedication","feats.archetype.wrestler.spinebreaker.name":"Spinebreaker","feats.archetype.wrestler.spinebreaker.description":"One action. Requirement: you have a creature grabbed or restrained. Grapple it again: on a success it is clumsy 1 until the end of its next turn (clumsy 2, then 1 for a minute, on a critical success).","feats.archetype.wrestler.inescapable-grasp.prerequisites.wrestler-dedication":"Wrestler Dedication","feats.archetype.wrestler.inescapable-grasp.name":"Inescapable Grasp","feats.archetype.wrestler.inescapable-grasp.description":"A creature you grab must succeed at a DC 15 flat check to teleport, or to Escape automatically with unfettered movement.","archetypes.wrestler.name":"Wrestler","archetypes.wrestler.description":"You grapple, throw and pin your foes.","feats.archetype.bard.bard-dedication.prerequisites.cha":"Charisma +2","feats.archetype.bard.bard-dedication.prerequisites.not-bard":"Not a bard","feats.archetype.bard.bard-dedication.name":"Bard Dedication","feats.archetype.bard.bard-dedication.description":"You cast spells like a bard: a repertoire with two occult cantrips, trained in spell attacks and spell DCs, with Charisma. You become trained in Occultism and Performance (another skill for each you already have). Choose a muse: you can take its feats, but gain none of its other abilities.","feats.archetype.bard.bard-dedication.choices.muse.prompt":"Muse","feats.archetype.bard.bard-dedication.choices.muse.options.enigma.name":"Enigma","feats.archetype.bard.bard-dedication.choices.muse.options.maestro.name":"Maestro","feats.archetype.bard.bard-dedication.choices.muse.options.polymath.name":"Polymath","feats.archetype.bard.bard-dedication.choices.muse.options.warrior.name":"Warrior","feats.archetype.bard.basic-bard-spellcasting.prerequisites.bard-dedication":"Bard Dedication","feats.archetype.bard.basic-bard-spellcasting.name":"Basic Bard Spellcasting","feats.archetype.bard.basic-bard-spellcasting.description":"You gain the basic spellcasting benefits: a 1st-rank occult spell slot at 4th level, a 2nd-rank one at 6th and a 3rd-rank one at 8th.","feats.archetype.bard.basic-muses-whispers.prerequisites.bard-dedication":"Bard Dedication","feats.archetype.bard.basic-muses-whispers.name":"Basic Muse's Whispers","feats.archetype.bard.basic-muses-whispers.description":"You gain a 1st- or 2nd-level bard feat.","feats.archetype.bard.basic-muses-whispers.choices.feat.prompt":"Bard feat (1st or 2nd level)","feats.archetype.bard.advanced-muses-whispers.prerequisites.basic-muses-whispers":"Basic Muse's Whispers","feats.archetype.bard.advanced-muses-whispers.name":"Advanced Muse's Whispers","feats.archetype.bard.advanced-muses-whispers.description":"You gain a bard feat of up to half your level; your bard level for its prerequisites is half your level. You can take this feat more than once, gaining another feat each time.","feats.archetype.bard.advanced-muses-whispers.choices.feat.prompt":"Bard feat","feats.archetype.bard.counter-perform.prerequisites.bard-dedication":"Bard Dedication","feats.archetype.bard.counter-perform.name":"Counter Perform","feats.archetype.bard.counter-perform.description":"You gain the counter performance composition spell and a Focus Point. You Refocus by engaging your muse.","feats.archetype.bard.anthemic-performance.prerequisites.bard-dedication":"Bard Dedication","feats.archetype.bard.anthemic-performance.name":"Anthemic Performance","feats.archetype.bard.anthemic-performance.description":"You gain the courageous anthem composition cantrip.","feats.archetype.bard.occult-breadth.prerequisites.basic-bard-spellcasting":"Basic Bard Spellcasting","feats.archetype.bard.occult-breadth.name":"Occult Breadth","feats.archetype.bard.occult-breadth.description":"You gain one more spells in your repertoire and bard archetype spell slot of each rank but your two highest.","feats.archetype.bard.expert-bard-spellcasting.prerequisites.basic":"Basic Bard Spellcasting","feats.archetype.bard.expert-bard-spellcasting.prerequisites.occultism":"Master in Occultism","feats.archetype.bard.expert-bard-spellcasting.name":"Expert Bard Spellcasting","feats.archetype.bard.expert-bard-spellcasting.description":"You gain the expert spellcasting benefits: expert proficiency in spell attacks and spell DCs, and a 4th-rank archetype spell slot at 12th level, a 5th-rank one at 14th and a 6th-rank one at 16th.","feats.archetype.bard.master-bard-spellcasting.prerequisites.expert":"Expert Bard Spellcasting","feats.archetype.bard.master-bard-spellcasting.prerequisites.occultism":"Legendary in Occultism","feats.archetype.bard.master-bard-spellcasting.name":"Master Bard Spellcasting","feats.archetype.bard.master-bard-spellcasting.description":"You gain the master spellcasting benefits: master proficiency in spell attacks and spell DCs, and a 7th-rank archetype spell slot at 18th level and an 8th-rank one at 20th.","archetypes.bard.name":"Bard","archetypes.bard.description":"You have learned a bard's occult magic, woven into performance.","feats.archetype.cleric.cleric-dedication.prerequisites.wis":"Wisdom +2","feats.archetype.cleric.cleric-dedication.prerequisites.not-cleric":"Not a cleric","feats.archetype.cleric.cleric-dedication.name":"Cleric Dedication","feats.archetype.cleric.cleric-dedication.description":"You cast spells like a cleric: you prepare two divine cantrips a day, trained in spell attacks and spell DCs, with Wisdom. Choose a deity: you follow its anathema and can be sanctified by it, and become trained in Religion and its skill (another skill for each you already have). You gain none of its other abilities.","feats.archetype.cleric.cleric-dedication.choices.divine-skill.prompt":"Your deity's skill","feats.archetype.cleric.basic-cleric-spellcasting.prerequisites.cleric-dedication":"Cleric Dedication","feats.archetype.cleric.basic-cleric-spellcasting.name":"Basic Cleric Spellcasting","feats.archetype.cleric.basic-cleric-spellcasting.description":"You gain the basic spellcasting benefits: a 1st-rank divine spell slot at 4th level, a 2nd-rank one at 6th and a 3rd-rank one at 8th. Your deity's spells can go in them.","feats.archetype.cleric.basic-dogma.prerequisites.cleric-dedication":"Cleric Dedication","feats.archetype.cleric.basic-dogma.name":"Basic Dogma","feats.archetype.cleric.basic-dogma.description":"You gain a 1st- or 2nd-level cleric feat.","feats.archetype.cleric.basic-dogma.choices.feat.prompt":"Cleric feat (1st or 2nd level)","feats.archetype.cleric.advanced-dogma.prerequisites.basic-dogma":"Basic Dogma","feats.archetype.cleric.advanced-dogma.name":"Advanced Dogma","feats.archetype.cleric.advanced-dogma.description":"You gain a cleric feat of up to half your level; your cleric level for its prerequisites is half your level. You can take this feat more than once, gaining another feat each time.","feats.archetype.cleric.advanced-dogma.choices.feat.prompt":"Cleric feat","feats.archetype.cleric.divine-breadth.prerequisites.basic-cleric-spellcasting":"Basic Cleric Spellcasting","feats.archetype.cleric.divine-breadth.name":"Divine Breadth","feats.archetype.cleric.divine-breadth.description":"You gain one more cleric archetype spell slot of each rank but your two highest.","feats.archetype.cleric.expert-cleric-spellcasting.prerequisites.basic":"Basic Cleric Spellcasting","feats.archetype.cleric.expert-cleric-spellcasting.prerequisites.religion":"Master in Religion","feats.archetype.cleric.expert-cleric-spellcasting.name":"Expert Cleric Spellcasting","feats.archetype.cleric.expert-cleric-spellcasting.description":"You gain the expert spellcasting benefits: expert proficiency in spell attacks and spell DCs, and a 4th-rank archetype spell slot at 12th level, a 5th-rank one at 14th and a 6th-rank one at 16th.","feats.archetype.cleric.master-cleric-spellcasting.prerequisites.expert":"Expert Cleric Spellcasting","feats.archetype.cleric.master-cleric-spellcasting.prerequisites.religion":"Legendary in Religion","feats.archetype.cleric.master-cleric-spellcasting.name":"Master Cleric Spellcasting","feats.archetype.cleric.master-cleric-spellcasting.description":"You gain the master spellcasting benefits: master proficiency in spell attacks and spell DCs, and a 7th-rank archetype spell slot at 18th level and an 8th-rank one at 20th.","archetypes.cleric.name":"Cleric","archetypes.cleric.description":"You have taken up a deity's worship, and its divine magic answers you.","feats.archetype.druid.druid-dedication.prerequisites.wis":"Wisdom +2","feats.archetype.druid.druid-dedication.prerequisites.not-druid":"Not a druid","feats.archetype.druid.druid-dedication.name":"Druid Dedication","feats.archetype.druid.druid-dedication.description":"You cast spells like a druid: you prepare two primal cantrips a day, trained in spell attacks and spell DCs, with Wisdom. You learn Druidic and follow the druid's anathema. Choose an order: you join it, follow its anathema and can take its feats, and become trained in Nature and its skill (another skill for each you already have). You gain none of its other abilities.","feats.archetype.druid.druid-dedication.choices.order.prompt":"Order","feats.archetype.druid.druid-dedication.choices.order.options.animal.name":"Animal","feats.archetype.druid.druid-dedication.choices.order.options.leaf.name":"Leaf","feats.archetype.druid.druid-dedication.choices.order.options.storm.name":"Storm","feats.archetype.druid.druid-dedication.choices.order.options.untamed.name":"Untamed","feats.archetype.druid.basic-druid-spellcasting.prerequisites.druid-dedication":"Druid Dedication","feats.archetype.druid.basic-druid-spellcasting.name":"Basic Druid Spellcasting","feats.archetype.druid.basic-druid-spellcasting.description":"You gain the basic spellcasting benefits: a 1st-rank primal spell slot at 4th level, a 2nd-rank one at 6th and a 3rd-rank one at 8th.","feats.archetype.druid.basic-wilding.prerequisites.druid-dedication":"Druid Dedication","feats.archetype.druid.basic-wilding.name":"Basic Wilding","feats.archetype.druid.basic-wilding.description":"You gain a 1st- or 2nd-level druid feat.","feats.archetype.druid.basic-wilding.choices.feat.prompt":"Druid feat (1st or 2nd level)","feats.archetype.druid.order-spell.prerequisites.druid-dedication":"Druid Dedication","feats.archetype.druid.order-spell.name":"Order Spell","feats.archetype.druid.order-spell.description":"You gain your order's initial order spell and a Focus Point. You Refocus by being one with nature.","feats.archetype.druid.order-spell.choices.spell.prompt":"Your order's spell","feats.archetype.druid.order-spell.choices.spell.options.animal.name":"Animal","feats.archetype.druid.order-spell.choices.spell.options.animal.prerequisites.order":"Chosen with the dedication: Animal","feats.archetype.druid.order-spell.choices.spell.options.leaf.name":"Leaf","feats.archetype.druid.order-spell.choices.spell.options.leaf.prerequisites.order":"Chosen with the dedication: Leaf","feats.archetype.druid.order-spell.choices.spell.options.storm.name":"Storm","feats.archetype.druid.order-spell.choices.spell.options.storm.prerequisites.order":"Chosen with the dedication: Storm","feats.archetype.druid.order-spell.choices.spell.options.untamed.name":"Untamed","feats.archetype.druid.order-spell.choices.spell.options.untamed.prerequisites.order":"Chosen with the dedication: Untamed","feats.archetype.druid.advanced-wilding.prerequisites.basic-wilding":"Basic Wilding","feats.archetype.druid.advanced-wilding.name":"Advanced Wilding","feats.archetype.druid.advanced-wilding.description":"You gain a druid feat of up to half your level; your druid level for its prerequisites is half your level. You can take this feat more than once, gaining another feat each time.","feats.archetype.druid.advanced-wilding.choices.feat.prompt":"Druid feat","feats.archetype.druid.primal-breadth.prerequisites.basic-druid-spellcasting":"Basic Druid Spellcasting","feats.archetype.druid.primal-breadth.name":"Primal Breadth","feats.archetype.druid.primal-breadth.description":"You gain one more druid archetype spell slot of each rank but your two highest.","feats.archetype.druid.expert-druid-spellcasting.prerequisites.basic":"Basic Druid Spellcasting","feats.archetype.druid.expert-druid-spellcasting.prerequisites.nature":"Master in Nature","feats.archetype.druid.expert-druid-spellcasting.name":"Expert Druid Spellcasting","feats.archetype.druid.expert-druid-spellcasting.description":"You gain the expert spellcasting benefits: expert proficiency in spell attacks and spell DCs, and a 4th-rank archetype spell slot at 12th level, a 5th-rank one at 14th and a 6th-rank one at 16th.","feats.archetype.druid.master-druid-spellcasting.prerequisites.expert":"Expert Druid Spellcasting","feats.archetype.druid.master-druid-spellcasting.prerequisites.nature":"Legendary in Nature","feats.archetype.druid.master-druid-spellcasting.name":"Master Druid Spellcasting","feats.archetype.druid.master-druid-spellcasting.description":"You gain the master spellcasting benefits: master proficiency in spell attacks and spell DCs, and a 7th-rank archetype spell slot at 18th level and an 8th-rank one at 20th.","archetypes.druid.name":"Druid","archetypes.druid.description":"You have joined a druidic order and learned to call on primal magic.","feats.archetype.oracle.oracle-dedication.prerequisites.cha":"Charisma +2","feats.archetype.oracle.oracle-dedication.prerequisites.not-oracle":"Not a oracle","feats.archetype.oracle.oracle-dedication.name":"Oracle Dedication","feats.archetype.oracle.oracle-dedication.description":"Choose a mystery: you become trained in Religion and its skill (another skill for each you already have), and gain its curse under the oracular curse's rules. You cast spells like an oracle: a repertoire with two divine cantrips, trained in spell attacks and spell DCs, with Charisma.","feats.archetype.oracle.oracle-dedication.choices.mystery.prompt":"Mystery","feats.archetype.oracle.oracle-dedication.choices.mystery.options.ancestors.name":"Ancestors","feats.archetype.oracle.oracle-dedication.choices.mystery.options.battle.name":"Battle","feats.archetype.oracle.oracle-dedication.choices.mystery.options.bones.name":"Bones","feats.archetype.oracle.oracle-dedication.choices.mystery.options.cosmos.name":"Cosmos","feats.archetype.oracle.oracle-dedication.choices.mystery.options.flames.name":"Flames","feats.archetype.oracle.oracle-dedication.choices.mystery.options.life.name":"Life","feats.archetype.oracle.oracle-dedication.choices.mystery.options.lore.name":"Lore","feats.archetype.oracle.oracle-dedication.choices.mystery.options.tempest.name":"Tempest","feats.archetype.oracle.basic-mysteries.prerequisites.oracle-dedication":"Oracle Dedication","feats.archetype.oracle.basic-mysteries.name":"Basic Mysteries","feats.archetype.oracle.basic-mysteries.description":"You gain a 1st- or 2nd-level oracle feat.","feats.archetype.oracle.basic-mysteries.choices.feat.prompt":"Oracle feat (1st or 2nd level)","feats.archetype.oracle.basic-oracle-spellcasting.prerequisites.oracle-dedication":"Oracle Dedication","feats.archetype.oracle.basic-oracle-spellcasting.name":"Basic Oracle Spellcasting","feats.archetype.oracle.basic-oracle-spellcasting.description":"You gain the basic spellcasting benefits: a 1st-rank divine spell slot at 4th level, a 2nd-rank one at 6th and a 3rd-rank one at 8th. Your mystery's granted spells can be among your picks.","feats.archetype.oracle.first-revelation.prerequisites.oracle-dedication":"Oracle Dedication","feats.archetype.oracle.first-revelation.name":"First Revelation","feats.archetype.oracle.first-revelation.description":"You gain your mystery's initial revelation spell and a Focus Point. You Refocus by reconciling your mystery's conflicting nature, which also lowers your cursebound value by 1.","feats.archetype.oracle.first-revelation.choices.spell.prompt":"Your mystery's revelation spell","feats.archetype.oracle.first-revelation.choices.spell.options.ancestors.name":"Ancestors","feats.archetype.oracle.first-revelation.choices.spell.options.ancestors.prerequisites.mystery":"Chosen with the dedication: Ancestors","feats.archetype.oracle.first-revelation.choices.spell.options.battle.name":"Battle","feats.archetype.oracle.first-revelation.choices.spell.options.battle.prerequisites.mystery":"Chosen with the dedication: Battle","feats.archetype.oracle.first-revelation.choices.spell.options.bones.name":"Bones","feats.archetype.oracle.first-revelation.choices.spell.options.bones.prerequisites.mystery":"Chosen with the dedication: Bones","feats.archetype.oracle.first-revelation.choices.spell.options.cosmos.name":"Cosmos","feats.archetype.oracle.first-revelation.choices.spell.options.cosmos.prerequisites.mystery":"Chosen with the dedication: Cosmos","feats.archetype.oracle.first-revelation.choices.spell.options.flames.name":"Flames","feats.archetype.oracle.first-revelation.choices.spell.options.flames.prerequisites.mystery":"Chosen with the dedication: Flames","feats.archetype.oracle.first-revelation.choices.spell.options.life.name":"Life","feats.archetype.oracle.first-revelation.choices.spell.options.life.prerequisites.mystery":"Chosen with the dedication: Life","feats.archetype.oracle.first-revelation.choices.spell.options.lore.name":"Lore","feats.archetype.oracle.first-revelation.choices.spell.options.lore.prerequisites.mystery":"Chosen with the dedication: Lore","feats.archetype.oracle.first-revelation.choices.spell.options.tempest.name":"Tempest","feats.archetype.oracle.first-revelation.choices.spell.options.tempest.prerequisites.mystery":"Chosen with the dedication: Tempest","feats.archetype.oracle.advanced-mysteries.prerequisites.basic-mysteries":"Basic Mysteries","feats.archetype.oracle.advanced-mysteries.name":"Advanced Mysteries","feats.archetype.oracle.advanced-mysteries.description":"You gain a oracle feat of up to half your level; your oracle level for its prerequisites is half your level. You can take this feat more than once, gaining another feat each time.","feats.archetype.oracle.advanced-mysteries.choices.feat.prompt":"Oracle feat","feats.archetype.oracle.mysterious-breadth.prerequisites.basic-oracle-spellcasting":"Basic Oracle Spellcasting","feats.archetype.oracle.mysterious-breadth.name":"Mysterious Breadth","feats.archetype.oracle.mysterious-breadth.description":"You gain one more spells in your repertoire and oracle archetype spell slot of each rank but your two highest.","feats.archetype.oracle.expert-oracle-spellcasting.prerequisites.basic":"Basic Oracle Spellcasting","feats.archetype.oracle.expert-oracle-spellcasting.prerequisites.religion":"Master in Religion","feats.archetype.oracle.expert-oracle-spellcasting.name":"Expert Oracle Spellcasting","feats.archetype.oracle.expert-oracle-spellcasting.description":"You gain the expert spellcasting benefits: expert proficiency in spell attacks and spell DCs, and a 4th-rank archetype spell slot at 12th level, a 5th-rank one at 14th and a 6th-rank one at 16th.","feats.archetype.oracle.master-oracle-spellcasting.prerequisites.expert":"Expert Oracle Spellcasting","feats.archetype.oracle.master-oracle-spellcasting.prerequisites.religion":"Legendary in Religion","feats.archetype.oracle.master-oracle-spellcasting.name":"Master Oracle Spellcasting","feats.archetype.oracle.master-oracle-spellcasting.description":"You gain the master spellcasting benefits: master proficiency in spell attacks and spell DCs, and a 7th-rank archetype spell slot at 18th level and an 8th-rank one at 20th.","archetypes.oracle.name":"Oracle","archetypes.oracle.description":"You have touched a divine mystery, and bear its curse along with its magic.","feats.archetype.sorcerer.sorcerer-dedication.prerequisites.cha":"Charisma +2","feats.archetype.sorcerer.sorcerer-dedication.prerequisites.not-sorcerer":"Not a sorcerer","feats.archetype.sorcerer.sorcerer-dedication.name":"Sorcerer Dedication","feats.archetype.sorcerer.sorcerer-dedication.description":"Choose a bloodline: you become trained in its two skills (another skill for each you already have). You cast spells like a sorcerer: a repertoire with two cantrips of your bloodline's tradition, trained in spell attacks and spell DCs, with Charisma. You gain none of the bloodline's other abilities.","feats.archetype.sorcerer.sorcerer-dedication.choices.bloodline.prompt":"Bloodline","feats.archetype.sorcerer.sorcerer-dedication.choices.bloodline.options.aberrant.name":"Aberrant","feats.archetype.sorcerer.sorcerer-dedication.choices.bloodline.options.angelic.name":"Angelic","feats.archetype.sorcerer.sorcerer-dedication.choices.bloodline.options.demonic.name":"Demonic","feats.archetype.sorcerer.sorcerer-dedication.choices.bloodline.options.diabolic.name":"Diabolic","feats.archetype.sorcerer.sorcerer-dedication.choices.bloodline.options.draconic.name":"Draconic","feats.archetype.sorcerer.sorcerer-dedication.choices.bloodline.options.elemental.name":"Elemental","feats.archetype.sorcerer.sorcerer-dedication.choices.bloodline.options.fey.name":"Fey","feats.archetype.sorcerer.sorcerer-dedication.choices.bloodline.options.hag.name":"Hag","feats.archetype.sorcerer.sorcerer-dedication.choices.bloodline.options.imperial.name":"Imperial","feats.archetype.sorcerer.sorcerer-dedication.choices.bloodline.options.undead.name":"Undead","feats.archetype.sorcerer.sorcerer-dedication.choices.bloodline.options.draconic.choices.exemplar.prompt":"Dragon's tradition","feats.archetype.sorcerer.sorcerer-dedication.choices.bloodline.options.draconic.choices.exemplar.options.arcane.name":"Arcane","feats.archetype.sorcerer.sorcerer-dedication.choices.bloodline.options.draconic.choices.exemplar.options.divine.name":"Divine","feats.archetype.sorcerer.sorcerer-dedication.choices.bloodline.options.draconic.choices.exemplar.options.occult.name":"Occult","feats.archetype.sorcerer.sorcerer-dedication.choices.bloodline.options.draconic.choices.exemplar.options.primal.name":"Primal","feats.archetype.sorcerer.basic-sorcerer-spellcasting.prerequisites.sorcerer-dedication":"Sorcerer Dedication","feats.archetype.sorcerer.basic-sorcerer-spellcasting.name":"Basic Sorcerer Spellcasting","feats.archetype.sorcerer.basic-sorcerer-spellcasting.description":"You gain the basic spellcasting benefits: a 1st-rank bloodline spell slot at 4th level, a 2nd-rank one at 6th and a 3rd-rank one at 8th.","feats.archetype.sorcerer.basic-blood-potency.prerequisites.sorcerer-dedication":"Sorcerer Dedication","feats.archetype.sorcerer.basic-blood-potency.name":"Basic Blood Potency","feats.archetype.sorcerer.basic-blood-potency.description":"You gain a 1st- or 2nd-level sorcerer feat.","feats.archetype.sorcerer.basic-blood-potency.choices.feat.prompt":"Sorcerer feat (1st or 2nd level)","feats.archetype.sorcerer.basic-bloodline-spell.prerequisites.sorcerer-dedication":"Sorcerer Dedication","feats.archetype.sorcerer.basic-bloodline-spell.name":"Basic Bloodline Spell","feats.archetype.sorcerer.basic-bloodline-spell.description":"You gain your bloodline's initial bloodline spell and a Focus Point, which you Refocus without special effort.","feats.archetype.sorcerer.basic-bloodline-spell.choices.spell.prompt":"Your bloodline's spell","feats.archetype.sorcerer.basic-bloodline-spell.choices.spell.options.aberrant.name":"Aberrant","feats.archetype.sorcerer.basic-bloodline-spell.choices.spell.options.aberrant.prerequisites.bloodline":"Chosen with the dedication: Aberrant","feats.archetype.sorcerer.basic-bloodline-spell.choices.spell.options.angelic.name":"Angelic","feats.archetype.sorcerer.basic-bloodline-spell.choices.spell.options.angelic.prerequisites.bloodline":"Chosen with the dedication: Angelic","feats.archetype.sorcerer.basic-bloodline-spell.choices.spell.options.demonic.name":"Demonic","feats.archetype.sorcerer.basic-bloodline-spell.choices.spell.options.demonic.prerequisites.bloodline":"Chosen with the dedication: Demonic","feats.archetype.sorcerer.basic-bloodline-spell.choices.spell.options.diabolic.name":"Diabolic","feats.archetype.sorcerer.basic-bloodline-spell.choices.spell.options.diabolic.prerequisites.bloodline":"Chosen with the dedication: Diabolic","feats.archetype.sorcerer.basic-bloodline-spell.choices.spell.options.draconic.name":"Draconic","feats.archetype.sorcerer.basic-bloodline-spell.choices.spell.options.draconic.prerequisites.bloodline":"Chosen with the dedication: Draconic","feats.archetype.sorcerer.basic-bloodline-spell.choices.spell.options.elemental.name":"Elemental","feats.archetype.sorcerer.basic-bloodline-spell.choices.spell.options.elemental.prerequisites.bloodline":"Chosen with the dedication: Elemental","feats.archetype.sorcerer.basic-bloodline-spell.choices.spell.options.fey.name":"Fey","feats.archetype.sorcerer.basic-bloodline-spell.choices.spell.options.fey.prerequisites.bloodline":"Chosen with the dedication: Fey","feats.archetype.sorcerer.basic-bloodline-spell.choices.spell.options.hag.name":"Hag","feats.archetype.sorcerer.basic-bloodline-spell.choices.spell.options.hag.prerequisites.bloodline":"Chosen with the dedication: Hag","feats.archetype.sorcerer.basic-bloodline-spell.choices.spell.options.imperial.name":"Imperial","feats.archetype.sorcerer.basic-bloodline-spell.choices.spell.options.imperial.prerequisites.bloodline":"Chosen with the dedication: Imperial","feats.archetype.sorcerer.basic-bloodline-spell.choices.spell.options.undead.name":"Undead","feats.archetype.sorcerer.basic-bloodline-spell.choices.spell.options.undead.prerequisites.bloodline":"Chosen with the dedication: Undead","feats.archetype.sorcerer.advanced-blood-potency.prerequisites.basic-blood-potency":"Basic Blood Potency","feats.archetype.sorcerer.advanced-blood-potency.name":"Advanced Blood Potency","feats.archetype.sorcerer.advanced-blood-potency.description":"You gain a sorcerer feat of up to half your level; your sorcerer level for its prerequisites is half your level. You can take this feat more than once, gaining another feat each time.","feats.archetype.sorcerer.advanced-blood-potency.choices.feat.prompt":"Sorcerer feat","feats.archetype.sorcerer.bloodline-breadth.prerequisites.basic-sorcerer-spellcasting":"Basic Sorcerer Spellcasting","feats.archetype.sorcerer.bloodline-breadth.name":"Bloodline Breadth","feats.archetype.sorcerer.bloodline-breadth.description":"You gain one more spells in your repertoire and sorcerer archetype spell slot of each rank but your two highest.","feats.archetype.sorcerer.expert-sorcerer-spellcasting.prerequisites.basic":"Basic Sorcerer Spellcasting","feats.archetype.sorcerer.expert-sorcerer-spellcasting.prerequisites.tradition-skill":"Master in your bloodline's tradition's skill (Arcana, Nature, Occultism or Religion)","feats.archetype.sorcerer.expert-sorcerer-spellcasting.name":"Expert Sorcerer Spellcasting","feats.archetype.sorcerer.expert-sorcerer-spellcasting.description":"You gain the expert spellcasting benefits: expert proficiency in spell attacks and spell DCs, and a 4th-rank archetype spell slot at 12th level, a 5th-rank one at 14th and a 6th-rank one at 16th.","feats.archetype.sorcerer.master-sorcerer-spellcasting.prerequisites.expert":"Expert Sorcerer Spellcasting","feats.archetype.sorcerer.master-sorcerer-spellcasting.prerequisites.tradition-skill":"Legendary in your bloodline's tradition's skill","feats.archetype.sorcerer.master-sorcerer-spellcasting.name":"Master Sorcerer Spellcasting","feats.archetype.sorcerer.master-sorcerer-spellcasting.description":"You gain the master spellcasting benefits: master proficiency in spell attacks and spell DCs, and a 7th-rank archetype spell slot at 18th level and an 8th-rank one at 20th.","archetypes.sorcerer.name":"Sorcerer","archetypes.sorcerer.description":"Magic stirs in your blood, and you have learned to let it out.","feats.archetype.witch.witch-dedication.prerequisites.int":"Intelligence +2","feats.archetype.witch.witch-dedication.prerequisites.not-witch":"Not a witch","feats.archetype.witch.witch-dedication.name":"Witch Dedication","feats.archetype.witch.witch-dedication.description":"Choose a patron: you gain a familiar holding two common cantrips of its tradition, but none of the patron's other effects, and your familiar has a familiar's usual abilities. You cast spells like a witch: you prepare one cantrip a day from your familiar, trained in spell attacks and spell DCs, with Intelligence. You become trained in your patron's tradition's skill (another skill if you already are).","feats.archetype.witch.witch-dedication.choices.patron.prompt":"Patron","feats.archetype.witch.witch-dedication.choices.patron.options.faiths-flamekeeper.name":"Faith's Flamekeeper","feats.archetype.witch.witch-dedication.choices.patron.options.inscribed-one.name":"The Inscribed One","feats.archetype.witch.witch-dedication.choices.patron.options.resentment.name":"The Resentment","feats.archetype.witch.witch-dedication.choices.patron.options.silence-in-snow.name":"Silence in Snow","feats.archetype.witch.witch-dedication.choices.patron.options.spinner-of-threads.name":"Spinner of Threads","feats.archetype.witch.witch-dedication.choices.patron.options.starless-shadow.name":"Starless Shadow","feats.archetype.witch.witch-dedication.choices.patron.options.wilding-steward.name":"Wilding Steward","feats.archetype.witch.basic-witch-spellcasting.prerequisites.witch-dedication":"Witch Dedication","feats.archetype.witch.basic-witch-spellcasting.name":"Basic Witch Spellcasting","feats.archetype.witch.basic-witch-spellcasting.description":"You gain the basic spellcasting benefits: a 1st-rank spell slot at 4th level, a 2nd-rank one at 6th and a 3rd-rank one at 8th. Each new rank of slot adds two common spells of that rank to your familiar.","feats.archetype.witch.basic-witchcraft.prerequisites.witch-dedication":"Witch Dedication","feats.archetype.witch.basic-witchcraft.name":"Basic Witchcraft","feats.archetype.witch.basic-witchcraft.description":"You gain a 1st- or 2nd-level witch feat, and your familiar has three abilities a day instead of two.","feats.archetype.witch.basic-witchcraft.choices.feat.prompt":"Witch feat (1st or 2nd level)","feats.archetype.witch.advanced-witchcraft.prerequisites.basic-witchcraft":"Basic Witchcraft","feats.archetype.witch.advanced-witchcraft.name":"Advanced Witchcraft","feats.archetype.witch.advanced-witchcraft.description":"You gain a witch feat of up to half your level; your witch level for its prerequisites is half your level. You can take this feat more than once, gaining another feat each time.","feats.archetype.witch.advanced-witchcraft.choices.feat.prompt":"Witch feat","feats.archetype.witch.patrons-breadth.prerequisites.basic-witch-spellcasting":"Basic Witch Spellcasting","feats.archetype.witch.patrons-breadth.name":"Patron's Breadth","feats.archetype.witch.patrons-breadth.description":"You gain one more witch archetype spell slot of each rank but your two highest.","feats.archetype.witch.expert-witch-spellcasting.prerequisites.basic":"Basic Witch Spellcasting","feats.archetype.witch.expert-witch-spellcasting.prerequisites.tradition-skill":"Master in your patron's tradition's skill","feats.archetype.witch.expert-witch-spellcasting.name":"Expert Witch Spellcasting","feats.archetype.witch.expert-witch-spellcasting.description":"You gain the expert spellcasting benefits: expert proficiency in spell attacks and spell DCs, and a 4th-rank archetype spell slot at 12th level, a 5th-rank one at 14th and a 6th-rank one at 16th.","feats.archetype.witch.master-witch-spellcasting.prerequisites.expert":"Expert Witch Spellcasting","feats.archetype.witch.master-witch-spellcasting.prerequisites.tradition-skill":"Legendary in your patron's tradition's skill","feats.archetype.witch.master-witch-spellcasting.name":"Master Witch Spellcasting","feats.archetype.witch.master-witch-spellcasting.description":"You gain the master spellcasting benefits: master proficiency in spell attacks and spell DCs, and a 7th-rank archetype spell slot at 18th level and an 8th-rank one at 20th.","archetypes.witch.name":"Witch","archetypes.witch.description":"A patron has taken an interest in you, and speaks through a familiar.","feats.archetype.wizard.wizard-dedication.prerequisites.int":"Intelligence +2","feats.archetype.wizard.wizard-dedication.prerequisites.not-wizard":"Not a wizard","feats.archetype.wizard.wizard-dedication.name":"Wizard Dedication","feats.archetype.wizard.wizard-dedication.description":"You cast spells like a wizard: a spellbook with four common arcane cantrips, of which you prepare two a day, trained in spell attacks and spell DCs, with Intelligence. You become trained in Arcana (another skill if you already are). Choose a school: you gain none of its abilities, but count as its member for feats.","feats.archetype.wizard.wizard-dedication.choices.school.prompt":"School","feats.archetype.wizard.wizard-dedication.choices.school.options.ars-grammatica.name":"Ars Grammatica","feats.archetype.wizard.wizard-dedication.choices.school.options.battle-magic.name":"School of Battle Magic","feats.archetype.wizard.wizard-dedication.choices.school.options.boundary.name":"School of the Boundary","feats.archetype.wizard.wizard-dedication.choices.school.options.civic-wizardry.name":"School of Civic Wizardry","feats.archetype.wizard.wizard-dedication.choices.school.options.mentalism.name":"School of Mentalism","feats.archetype.wizard.wizard-dedication.choices.school.options.protean-form.name":"School of Protean Form","feats.archetype.wizard.wizard-dedication.choices.school.options.unified-magical-theory.name":"School of Unified Magical Theory","feats.archetype.wizard.arcane-school-spell.prerequisites.wizard-dedication":"Wizard Dedication","feats.archetype.wizard.arcane-school-spell.name":"Arcane School Spell","feats.archetype.wizard.arcane-school-spell.description":"You gain your school's initial school spell and a Focus Point, which you Refocus by studying.","feats.archetype.wizard.arcane-school-spell.choices.spell.prompt":"Your school's spell","feats.archetype.wizard.arcane-school-spell.choices.spell.options.ars-grammatica.name":"Ars Grammatica","feats.archetype.wizard.arcane-school-spell.choices.spell.options.ars-grammatica.prerequisites.school":"Chosen with the dedication: Ars Grammatica","feats.archetype.wizard.arcane-school-spell.choices.spell.options.battle-magic.name":"School of Battle Magic","feats.archetype.wizard.arcane-school-spell.choices.spell.options.battle-magic.prerequisites.school":"Chosen with the dedication: School of Battle Magic","feats.archetype.wizard.arcane-school-spell.choices.spell.options.boundary.name":"School of the Boundary","feats.archetype.wizard.arcane-school-spell.choices.spell.options.boundary.prerequisites.school":"Chosen with the dedication: School of the Boundary","feats.archetype.wizard.arcane-school-spell.choices.spell.options.civic-wizardry.name":"School of Civic Wizardry","feats.archetype.wizard.arcane-school-spell.choices.spell.options.civic-wizardry.prerequisites.school":"Chosen with the dedication: School of Civic Wizardry","feats.archetype.wizard.arcane-school-spell.choices.spell.options.mentalism.name":"School of Mentalism","feats.archetype.wizard.arcane-school-spell.choices.spell.options.mentalism.prerequisites.school":"Chosen with the dedication: School of Mentalism","feats.archetype.wizard.arcane-school-spell.choices.spell.options.protean-form.name":"School of Protean Form","feats.archetype.wizard.arcane-school-spell.choices.spell.options.protean-form.prerequisites.school":"Chosen with the dedication: School of Protean Form","feats.archetype.wizard.arcane-school-spell.choices.spell.options.unified-magical-theory.name":"School of Unified Magical Theory","feats.archetype.wizard.arcane-school-spell.choices.spell.options.unified-magical-theory.prerequisites.school":"Chosen with the dedication: School of Unified Magical Theory","feats.archetype.wizard.basic-arcana.prerequisites.wizard-dedication":"Wizard Dedication","feats.archetype.wizard.basic-arcana.name":"Basic Arcana","feats.archetype.wizard.basic-arcana.description":"You gain a 1st- or 2nd-level wizard feat.","feats.archetype.wizard.basic-arcana.choices.feat.prompt":"Wizard feat (1st or 2nd level)","feats.archetype.wizard.basic-wizard-spellcasting.prerequisites.wizard-dedication":"Wizard Dedication","feats.archetype.wizard.basic-wizard-spellcasting.name":"Basic Wizard Spellcasting","feats.archetype.wizard.basic-wizard-spellcasting.description":"You gain the basic spellcasting benefits: a 1st-rank spell slot at 4th level, a 2nd-rank one at 6th and a 3rd-rank one at 8th. Each new rank of slot adds two common spells of that rank to your spellbook.","feats.archetype.wizard.advanced-arcana.prerequisites.basic-arcana":"Basic Arcana","feats.archetype.wizard.advanced-arcana.name":"Advanced Arcana","feats.archetype.wizard.advanced-arcana.description":"You gain a wizard feat of up to half your level; your wizard level for its prerequisites is half your level. You can take this feat more than once, gaining another feat each time.","feats.archetype.wizard.advanced-arcana.choices.feat.prompt":"Wizard feat","feats.archetype.wizard.arcane-breadth.prerequisites.basic-wizard-spellcasting":"Basic Wizard Spellcasting","feats.archetype.wizard.arcane-breadth.name":"Arcane Breadth","feats.archetype.wizard.arcane-breadth.description":"You gain one more wizard archetype spell slot of each rank but your two highest.","feats.archetype.wizard.expert-wizard-spellcasting.prerequisites.basic":"Basic Wizard Spellcasting","feats.archetype.wizard.expert-wizard-spellcasting.prerequisites.arcana":"Master in Arcana","feats.archetype.wizard.expert-wizard-spellcasting.name":"Expert Wizard Spellcasting","feats.archetype.wizard.expert-wizard-spellcasting.description":"You gain the expert spellcasting benefits: expert proficiency in spell attacks and spell DCs, and a 4th-rank archetype spell slot at 12th level, a 5th-rank one at 14th and a 6th-rank one at 16th.","feats.archetype.wizard.master-wizard-spellcasting.prerequisites.expert":"Expert Wizard Spellcasting","feats.archetype.wizard.master-wizard-spellcasting.prerequisites.arcana":"Legendary in Arcana","feats.archetype.wizard.master-wizard-spellcasting.name":"Master Wizard Spellcasting","feats.archetype.wizard.master-wizard-spellcasting.description":"You gain the master spellcasting benefits: master proficiency in spell attacks and spell DCs, and a 7th-rank archetype spell slot at 18th level and an 8th-rank one at 20th.","archetypes.wizard.name":"Wizard","archetypes.wizard.description":"You have studied the arcane arts with a wizard's discipline.","backgrounds.astrologer.name":"Astrologer","backgrounds.astrologer.description":"A boost to Intelligence or Wisdom and a free boost. Trained in Occultism and Astrology Lore. Skill feat: Oddity Identification.","backgrounds.astrologer.choices.boost.prompt":"Background attribute boost","backgrounds.astrologer.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.barber.name":"Barber","backgrounds.barber.description":"A boost to Dexterity or Wisdom and a free boost. Trained in Medicine and Surgery Lore. Skill feat: Risky Surgery.","backgrounds.barber.choices.boost.prompt":"Background attribute boost","backgrounds.barber.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.bookkeeper.name":"Bookkeeper","backgrounds.bookkeeper.description":"A boost to Intelligence or Wisdom and a free boost. Trained in Society and Accounting Lore. Skill feat: Eye for Numbers.","backgrounds.bookkeeper.choices.boost.prompt":"Background attribute boost","backgrounds.bookkeeper.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.insurgent.name":"Insurgent","backgrounds.insurgent.description":"A boost to Strength or Wisdom and a free boost. Trained in Deception and Warfare Lore. Skill feat: Lengthy Diversion.","backgrounds.insurgent.choices.boost.prompt":"Background attribute boost","backgrounds.insurgent.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.outrider.name":"Outrider","backgrounds.outrider.description":"A boost to Constitution or Wisdom and a free boost. Trained in Nature and Plains Lore. Skill feat: Express Rider.","backgrounds.outrider.choices.boost.prompt":"Background attribute boost","backgrounds.outrider.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.root-worker.name":"Root Worker","backgrounds.root-worker.description":"A boost to Intelligence or Wisdom and a free boost. Trained in Occultism and Herbalism Lore. Skill feat: Root Magic.","backgrounds.root-worker.choices.boost.prompt":"Background attribute boost","backgrounds.root-worker.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.saboteur.name":"Saboteur","backgrounds.saboteur.description":"A boost to Strength or Dexterity and a free boost. Trained in Thievery and Engineering Lore. Skill feat: Concealing Legerdemain.","backgrounds.saboteur.choices.boost.prompt":"Background attribute boost","backgrounds.saboteur.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.servant.name":"Servant","backgrounds.servant.description":"A boost to Dexterity or Charisma and a free boost. Trained in Society and Labor Lore. Skill feat: Read Lips.","backgrounds.servant.choices.boost.prompt":"Background attribute boost","backgrounds.servant.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.ward.name":"Ward","backgrounds.ward.description":"A boost to Constitution or Charisma and a free boost. Trained in Performance and Genealogy Lore. Skill feat: Fascinating Performance.","backgrounds.ward.choices.boost.prompt":"Background attribute boost","backgrounds.ward.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.courier.name":"Courier","backgrounds.courier.description":"A boost to Dexterity or Intelligence and a free boost. Trained in Society and a Lore of your home city. Skill feat: Glean Contents.","backgrounds.courier.choices.boost.prompt":"Background attribute boost","backgrounds.courier.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.pilgrim.name":"Pilgrim","backgrounds.pilgrim.description":"A boost to Wisdom or Charisma and a free boost. Trained in Religion and a Lore of your patron deity. Skill feat: Pilgrim's Token.","backgrounds.pilgrim.choices.boost.prompt":"Background attribute boost","backgrounds.pilgrim.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.refugee.name":"Refugee","backgrounds.refugee.description":"A boost to Constitution or Wisdom and a free boost. Trained in Society and a Lore of the settlement you came from. Skill feat: Streetwise.","backgrounds.refugee.choices.boost.prompt":"Background attribute boost","backgrounds.refugee.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.scavenger.name":"Scavenger","backgrounds.scavenger.description":"A boost to Intelligence or Wisdom and a free boost. Trained in Survival and a Lore of the settlement you scavenged in. Skill feat: Forager.","backgrounds.scavenger.choices.boost.prompt":"Background attribute boost","backgrounds.scavenger.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.tax-collector.name":"Tax Collector","backgrounds.tax-collector.description":"A boost to Strength or Charisma and a free boost. Trained in Intimidation and a Lore of the settlement that employed you. Skill feat: Quick Coercion.","backgrounds.tax-collector.choices.boost.prompt":"Background attribute boost","backgrounds.tax-collector.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.squire.name":"Squire","backgrounds.squire.description":"A boost to Strength or Constitution and a free boost. Trained in Athletics and Heraldry Lore or Warfare Lore. Skill feat: Armor Assist.","backgrounds.squire.choices.boost.prompt":"Background attribute boost","backgrounds.squire.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.squire.choices.lore.prompt":"Lore trained","backgrounds.driver.name":"Driver","backgrounds.driver.description":"A boost to Strength or Dexterity and a free boost. Trained in Acrobatics and Driving Lore or Piloting Lore. Skill feat: Assurance with that Lore.","backgrounds.driver.choices.boost.prompt":"Background attribute boost","backgrounds.driver.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.driver.choices.lore.prompt":"Lore trained (with Assurance)","backgrounds.driver.choices.lore.options.driving.name":"Driving Lore","backgrounds.driver.choices.lore.options.piloting.name":"Piloting Lore","backgrounds.amnesiac.name":"Amnesiac","backgrounds.amnesiac.description":"Three free attribute boosts (the GM may choose the third from what your past turns out to be). You remember nothing of your past.","backgrounds.amnesiac.choices.boosts.prompt":"Three free attribute boosts","backgrounds.blessed.name":"Blessed","backgrounds.blessed.description":"A boost to Wisdom or Charisma and a free boost. Trained in a Lore of the deity who blessed you (or one the GM picks). You can cast guidance as a divine innate cantrip at will (or another blessing the GM picks).","backgrounds.blessed.choices.boost.prompt":"Background attribute boost","backgrounds.blessed.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.cursed.name":"Cursed","backgrounds.cursed.description":"A boost to Intelligence or Charisma and a free boost. Trained in Occultism and Curse Lore. Warding Sign: once a minute, a reaction (concentrate) when you attempt a save against a magical effect, before rolling: a +2 circumstance bonus to that save (+3 against a curse). The curse's lingering manifestations are yours and the GM's.","backgrounds.cursed.choices.boost.prompt":"Background attribute boost","backgrounds.cursed.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.feral-child.name":"Feral Child","backgrounds.feral-child.description":"One attribute boost, to Strength, Dexterity or Constitution (no free boost). Trained in Nature and Survival. Low-light vision (or darkvision if you already have it) and imprecise scent 30 feet. Skill feat: Forager.","backgrounds.feral-child.choices.boost.prompt":"Background attribute boost","backgrounds.feybound.name":"Feybound","backgrounds.feybound.description":"A boost to Dexterity or Charisma and a free boost. Trained in Fey Lore. Fey's Fortune: once a day, a free action (concentrate, fortune) when you attempt a skill check, before rolling: roll twice and take the better. You have an anathema from your pact with the fey; breaking it costs you Fey's Fortune until you atone.","backgrounds.feybound.choices.boost.prompt":"Background attribute boost","backgrounds.feybound.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.haunted.name":"Haunted","backgrounds.haunted.description":"A boost to Wisdom or Charisma and a free boost. Trained in Occultism and a skill the GM picks for the entity haunting you. On a check with that skill the GM can offer it as Aid (+1 circumstance); if you accept and fail, you're frightened 2 (4 on a critical failure), a value nothing can lower at first.","backgrounds.haunted.choices.boost.prompt":"Background attribute boost","backgrounds.haunted.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.haunted.choices.skill.prompt":"The haunting entity's skill (trained)","backgrounds.returned.name":"Returned","backgrounds.returned.description":"A boost to Constitution or Wisdom and a free boost. You gain Diehard, and Additional Lore for Afterlife Lore, the lore of the realm of the dead (expert at 3rd level, master at 7th, legendary at 15th).","backgrounds.returned.choices.boost.prompt":"Background attribute boost","backgrounds.returned.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.royalty.name":"Royalty","backgrounds.royalty.description":"A boost to Intelligence or Charisma and a free boost. Trained in Society. Skill feat: Courtly Graces; you can sway commoners in your family's lands and nobles anywhere. Leverage Connections gives you connections in your family's lands, and noble ones in large communities elsewhere.","backgrounds.royalty.choices.boost.prompt":"Background attribute boost","backgrounds.royalty.choices.free-boost.prompt":"A free attribute boost (a different attribute)","situational.againstCurse.name":"Against a curse","situational.wardingSign.name":"Warding Sign (the cursed background)","backgrounds.acolyte.choices.boost.prompt":"Background attribute boost","backgrounds.acolyte.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.acolyte.description":"A boost to Intelligence or Wisdom and a free boost. Trained in Religion and Scribing Lore. Skill feat: Student of the Canon.","backgrounds.acolyte.name":"Acolyte","backgrounds.acrobat.choices.boost.prompt":"Background attribute boost","backgrounds.acrobat.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.acrobat.description":"A boost to Strength or Dexterity and a free boost. Trained in Acrobatics and Circus Lore. Skill feat: Steady Balance.","backgrounds.acrobat.name":"Acrobat","backgrounds.animal-whisperer.choices.boost.prompt":"Background attribute boost","backgrounds.animal-whisperer.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.animal-whisperer.choices.lore.prompt":"Lore of a terrain (trained)","backgrounds.animal-whisperer.description":"A boost to Wisdom or Charisma and a free boost. Trained in Nature and a Lore of a terrain. Skill feat: Train Animal.","backgrounds.animal-whisperer.name":"Animal Whisperer","backgrounds.artisan.choices.boost.prompt":"Background attribute boost","backgrounds.artisan.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.artisan.description":"A boost to Strength or Intelligence and a free boost. Trained in Crafting and Guild Lore. Skill feat: Specialty Crafting.","backgrounds.artisan.name":"Artisan","backgrounds.artist.choices.boost.prompt":"Background attribute boost","backgrounds.artist.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.artist.description":"A boost to Dexterity or Charisma and a free boost. Trained in Crafting and Art Lore. Skill feat: Specialty Crafting.","backgrounds.artist.name":"Artist","backgrounds.bandit.choices.boost.prompt":"Background attribute boost","backgrounds.bandit.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.bandit.choices.lore.prompt":"Lore of a terrain (trained)","backgrounds.bandit.description":"A boost to Dexterity or Charisma and a free boost. Trained in Intimidation and a Lore of a terrain. Skill feat: Group Coercion.","backgrounds.bandit.name":"Bandit","backgrounds.barkeep.choices.boost.prompt":"Background attribute boost","backgrounds.barkeep.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.barkeep.description":"A boost to Constitution or Charisma and a free boost. Trained in Diplomacy and Alcohol Lore. Skill feat: Hobnobber.","backgrounds.barkeep.name":"Barkeep","backgrounds.barrister.choices.boost.prompt":"Background attribute boost","backgrounds.barrister.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.barrister.description":"A boost to Intelligence or Charisma and a free boost. Trained in Diplomacy and Legal Lore. Skill feat: Group Impression.","backgrounds.barrister.name":"Barrister","backgrounds.bounty-hunter.choices.boost.prompt":"Background attribute boost","backgrounds.bounty-hunter.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.bounty-hunter.description":"A boost to Strength or Wisdom and a free boost. Trained in Survival and Legal Lore. Skill feat: Experienced Tracker.","backgrounds.bounty-hunter.name":"Bounty Hunter","backgrounds.charlatan.choices.boost.prompt":"Background attribute boost","backgrounds.charlatan.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.charlatan.description":"A boost to Intelligence or Charisma and a free boost. Trained in Deception and Underworld Lore. Skill feat: Charming Liar.","backgrounds.charlatan.name":"Charlatan","backgrounds.cook.choices.boost.prompt":"Background attribute boost","backgrounds.cook.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.cook.description":"A boost to Constitution or Intelligence and a free boost. Trained in Survival and Cooking Lore. Skill feat: Seasoned.","backgrounds.cook.name":"Cook","backgrounds.criminal.choices.boost.prompt":"Background attribute boost","backgrounds.criminal.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.criminal.description":"A boost to Dexterity or Intelligence and a free boost. Trained in Stealth and Underworld Lore. Skill feat: Experienced Smuggler.","backgrounds.criminal.name":"Criminal","backgrounds.cultist.choices.boost.prompt":"Background attribute boost","backgrounds.cultist.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.cultist.description":"A boost to Intelligence or Charisma and a free boost. Trained in Occultism and a Lore of your deity or cult. Skill feat: Schooled In Secrets.","backgrounds.cultist.name":"Cultist","backgrounds.detective.choices.boost.prompt":"Background attribute boost","backgrounds.detective.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.detective.description":"A boost to Intelligence or Wisdom and a free boost. Trained in Society and Underworld Lore. Skill feat: Streetwise.","backgrounds.detective.name":"Detective","backgrounds.emissary.choices.boost.prompt":"Background attribute boost","backgrounds.emissary.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.emissary.description":"A boost to Intelligence or Charisma and a free boost. Trained in Society and a Lore of a city you've often visited. Skill feat: Multilingual.","backgrounds.emissary.name":"Emissary","backgrounds.entertainer.choices.boost.prompt":"Background attribute boost","backgrounds.entertainer.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.entertainer.description":"A boost to Dexterity or Charisma and a free boost. Trained in Performance and Theater Lore. Skill feat: Fascinating Performance.","backgrounds.entertainer.name":"Entertainer","backgrounds.farmhand.choices.boost.prompt":"Background attribute boost","backgrounds.farmhand.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.farmhand.description":"A boost to Constitution or Wisdom and a free boost. Trained in Athletics and Farming Lore. Skill feat: Assurance (Athletics).","backgrounds.farmhand.name":"Farmhand","backgrounds.field-medic.choices.boost.prompt":"Background attribute boost","backgrounds.field-medic.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.field-medic.description":"A boost to Constitution or Wisdom and a free boost. Trained in Medicine and Warfare Lore. Skill feat: Battle Medicine.","backgrounds.field-medic.name":"Field Medic","backgrounds.fortune-teller.choices.boost.prompt":"Background attribute boost","backgrounds.fortune-teller.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.fortune-teller.description":"A boost to Intelligence or Charisma and a free boost. Trained in Occultism and Fortune-Telling Lore. Skill feat: Oddity Identification.","backgrounds.fortune-teller.name":"Fortune Teller","backgrounds.gambler.choices.boost.prompt":"Background attribute boost","backgrounds.gambler.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.gambler.description":"A boost to Dexterity or Charisma and a free boost. Trained in Deception and Games Lore. Skill feat: Lie to Me.","backgrounds.gambler.name":"Gambler","backgrounds.gladiator.choices.boost.prompt":"Background attribute boost","backgrounds.gladiator.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.gladiator.description":"A boost to Strength or Charisma and a free boost. Trained in Performance and Gladiatorial Lore. Skill feat: Impressive Performance.","backgrounds.gladiator.name":"Gladiator","backgrounds.guard.choices.boost.prompt":"Background attribute boost","backgrounds.guard.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.guard.choices.lore.prompt":"Lore trained","backgrounds.guard.description":"A boost to Strength or Charisma and a free boost. Trained in Intimidation and Legal Lore or Warfare Lore. Skill feat: Quick Coercion.","backgrounds.guard.name":"Guard","backgrounds.herbalist.choices.boost.prompt":"Background attribute boost","backgrounds.herbalist.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.herbalist.description":"A boost to Constitution or Wisdom and a free boost. Trained in Nature and Herbalism Lore. Skill feat: Natural Medicine.","backgrounds.herbalist.name":"Herbalist","backgrounds.hermit.choices.boost.prompt":"Background attribute boost","backgrounds.hermit.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.hermit.choices.lore.prompt":"Lore of a terrain (trained)","backgrounds.hermit.choices.skill.prompt":"Skill trained","backgrounds.hermit.description":"A boost to Constitution or Intelligence and a free boost. Trained in Nature or Occultism and a Lore of a terrain. Skill feat: Dubious Knowledge.","backgrounds.hermit.name":"Hermit","backgrounds.hunter.choices.boost.prompt":"Background attribute boost","backgrounds.hunter.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.hunter.description":"A boost to Dexterity or Wisdom and a free boost. Trained in Survival and Tanning Lore. Skill feat: Survey Wildlife.","backgrounds.hunter.name":"Hunter","backgrounds.laborer.choices.boost.prompt":"Background attribute boost","backgrounds.laborer.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.laborer.description":"A boost to Strength or Constitution and a free boost. Trained in Athletics and Labor Lore. Skill feat: Hefty Hauler.","backgrounds.laborer.name":"Laborer","backgrounds.martial-disciple.choices.boost.prompt":"Background attribute boost","backgrounds.martial-disciple.choices.discipline.options.acrobatics.name":"Acrobatics, with Cat Fall","backgrounds.martial-disciple.choices.discipline.options.athletics.name":"Athletics, with Quick Jump","backgrounds.martial-disciple.choices.discipline.prompt":"Discipline","backgrounds.martial-disciple.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.martial-disciple.description":"A boost to Strength or Dexterity and a free boost. Trained in Acrobatics or Athletics and Warfare Lore. Skill feat: Cat Fall with Acrobatics, Quick Jump with Athletics.","backgrounds.martial-disciple.name":"Martial Disciple","backgrounds.merchant.choices.boost.prompt":"Background attribute boost","backgrounds.merchant.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.merchant.description":"A boost to Intelligence or Charisma and a free boost. Trained in Diplomacy and Mercantile Lore. Skill feat: Bargain Hunter.","backgrounds.merchant.name":"Merchant","backgrounds.miner.choices.boost.prompt":"Background attribute boost","backgrounds.miner.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.miner.description":"A boost to Strength or Wisdom and a free boost. Trained in Survival and Mining Lore. Skill feat: Terrain Expertise (underground).","backgrounds.miner.name":"Miner","backgrounds.noble.choices.boost.prompt":"Background attribute boost","backgrounds.noble.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.noble.choices.lore.prompt":"Lore trained","backgrounds.noble.description":"A boost to Intelligence or Charisma and a free boost. Trained in Society and Genealogy Lore or Heraldry Lore. Skill feat: Courtly Graces.","backgrounds.noble.name":"Noble","backgrounds.nomad.choices.boost.prompt":"Background attribute boost","backgrounds.nomad.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.nomad.choices.lore.prompt":"Lore of a terrain (trained)","backgrounds.nomad.description":"A boost to Constitution or Wisdom and a free boost. Trained in Survival and a Lore of a terrain. Skill feat: Assurance (Survival).","backgrounds.nomad.name":"Nomad","backgrounds.prisoner.choices.boost.prompt":"Background attribute boost","backgrounds.prisoner.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.prisoner.description":"A boost to Strength or Constitution and a free boost. Trained in Stealth and Underworld Lore. Skill feat: Experienced Smuggler.","backgrounds.prisoner.name":"Prisoner","backgrounds.raised-by-belief.choices.boost.prompt":"Background attribute boost","backgrounds.raised-by-belief.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.raised-by-belief.choices.skill.prompt":"Your deity's skill (trained)","backgrounds.raised-by-belief.description":"A boost to one of your deity's attributes and a free boost. Trained in your deity's skill and a Lore of your deity. Skill feat: Assurance (that skill).","backgrounds.raised-by-belief.name":"Raised by Belief","backgrounds.sailor.choices.boost.prompt":"Background attribute boost","backgrounds.sailor.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.sailor.description":"A boost to Strength or Dexterity and a free boost. Trained in Athletics and Sailing Lore. Skill feat: Underwater Marauder.","backgrounds.sailor.name":"Sailor","backgrounds.scholar.choices.boost.prompt":"Background attribute boost","backgrounds.scholar.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.scholar.choices.skill.prompt":"Skill trained","backgrounds.scholar.description":"A boost to Intelligence or Wisdom and a free boost. Trained in Arcana or Nature or Occultism or Religion and Academia Lore. Skill feat: Assurance (the chosen skill).","backgrounds.scholar.name":"Scholar","backgrounds.scout.choices.boost.prompt":"Background attribute boost","backgrounds.scout.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.scout.choices.lore.prompt":"Lore of a terrain (trained)","backgrounds.scout.description":"A boost to Dexterity or Wisdom and a free boost. Trained in Survival and a Lore of a terrain. Skill feat: Forager.","backgrounds.scout.name":"Scout","backgrounds.street-urchin.choices.boost.prompt":"Background attribute boost","backgrounds.street-urchin.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.street-urchin.description":"A boost to Dexterity or Constitution and a free boost. Trained in Thievery and a Lore of the city you grew up in. Skill feat: Pickpocket.","backgrounds.street-urchin.name":"Street Urchin","backgrounds.teacher.choices.boost.prompt":"Background attribute boost","backgrounds.teacher.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.teacher.choices.skill.prompt":"Skill trained","backgrounds.teacher.description":"A boost to Intelligence or Wisdom and a free boost. Trained in Performance or Society and Academia Lore. Skill feat: Experienced Professional.","backgrounds.teacher.name":"Teacher","backgrounds.tinker.choices.boost.prompt":"Background attribute boost","backgrounds.tinker.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.tinker.description":"A boost to Dexterity or Intelligence and a free boost. Trained in Crafting and Engineering Lore. Skill feat: Specialty Crafting.","backgrounds.tinker.name":"Tinker","backgrounds.warrior.choices.boost.prompt":"Background attribute boost","backgrounds.warrior.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.warrior.description":"A boost to Strength or Constitution and a free boost. Trained in Intimidation and Warfare Lore. Skill feat: Intimidating Glare.","backgrounds.warrior.name":"Warrior","fields.skills.lore.alcohol.increases.name":"Alcohol Lore increases","fields.skills.lore.alcohol.trainedByIncrease.name":"Alcohol Lore trained by a skill increase","fields.skills.lore.alcohol.mod.name":"Alcohol Lore","fields.skills.lore.alcohol.rank.name":"Alcohol Lore proficiency","fields.skills.lore.art.increases.name":"Art Lore increases","fields.skills.lore.art.trainedByIncrease.name":"Art Lore trained by a skill increase","fields.skills.lore.art.mod.name":"Art Lore","fields.skills.lore.art.rank.name":"Art Lore proficiency","fields.skills.lore.cave.increases.name":"Cave Lore increases","fields.skills.lore.cave.trainedByIncrease.name":"Cave Lore trained by a skill increase","fields.skills.lore.cave.mod.name":"Cave Lore","fields.skills.lore.cave.rank.name":"Cave Lore proficiency","fields.skills.lore.cooking.increases.name":"Cooking Lore increases","fields.skills.lore.cooking.trainedByIncrease.name":"Cooking Lore trained by a skill increase","fields.skills.lore.cooking.mod.name":"Cooking Lore","fields.skills.lore.cooking.rank.name":"Cooking Lore proficiency","fields.skills.lore.desert.increases.name":"Desert Lore increases","fields.skills.lore.desert.trainedByIncrease.name":"Desert Lore trained by a skill increase","fields.skills.lore.desert.mod.name":"Desert Lore","fields.skills.lore.desert.rank.name":"Desert Lore proficiency","fields.skills.lore.engineering.increases.name":"Engineering Lore increases","fields.skills.lore.engineering.trainedByIncrease.name":"Engineering Lore trained by a skill increase","fields.skills.lore.engineering.mod.name":"Engineering Lore","fields.skills.lore.engineering.rank.name":"Engineering Lore proficiency","fields.skills.lore.forest.increases.name":"Forest Lore increases","fields.skills.lore.forest.trainedByIncrease.name":"Forest Lore trained by a skill increase","fields.skills.lore.forest.mod.name":"Forest Lore","fields.skills.lore.forest.rank.name":"Forest Lore proficiency","fields.skills.lore.fortuneTelling.increases.name":"Fortune-Telling Lore increases","fields.skills.lore.fortuneTelling.trainedByIncrease.name":"Fortune-Telling Lore trained by a skill increase","fields.skills.lore.fortuneTelling.mod.name":"Fortune-Telling Lore","fields.skills.lore.fortuneTelling.rank.name":"Fortune-Telling Lore proficiency","fields.skills.lore.games.increases.name":"Games Lore increases","fields.skills.lore.games.trainedByIncrease.name":"Games Lore trained by a skill increase","fields.skills.lore.games.mod.name":"Games Lore","fields.skills.lore.games.rank.name":"Games Lore proficiency","fields.skills.lore.genealogy.increases.name":"Genealogy Lore increases","fields.skills.lore.genealogy.trainedByIncrease.name":"Genealogy Lore trained by a skill increase","fields.skills.lore.genealogy.mod.name":"Genealogy Lore","fields.skills.lore.genealogy.rank.name":"Genealogy Lore proficiency","fields.skills.lore.gladiatorial.increases.name":"Gladiatorial Lore increases","fields.skills.lore.gladiatorial.trainedByIncrease.name":"Gladiatorial Lore trained by a skill increase","fields.skills.lore.gladiatorial.mod.name":"Gladiatorial Lore","fields.skills.lore.gladiatorial.rank.name":"Gladiatorial Lore proficiency","fields.skills.lore.guild.increases.name":"Guild Lore increases","fields.skills.lore.guild.trainedByIncrease.name":"Guild Lore trained by a skill increase","fields.skills.lore.guild.mod.name":"Guild Lore","fields.skills.lore.guild.rank.name":"Guild Lore proficiency","fields.skills.lore.heraldry.increases.name":"Heraldry Lore increases","fields.skills.lore.heraldry.trainedByIncrease.name":"Heraldry Lore trained by a skill increase","fields.skills.lore.heraldry.mod.name":"Heraldry Lore","fields.skills.lore.heraldry.rank.name":"Heraldry Lore proficiency","fields.skills.lore.herbalism.increases.name":"Herbalism Lore increases","fields.skills.lore.herbalism.trainedByIncrease.name":"Herbalism Lore trained by a skill increase","fields.skills.lore.herbalism.mod.name":"Herbalism Lore","fields.skills.lore.herbalism.rank.name":"Herbalism Lore proficiency","fields.skills.lore.labor.increases.name":"Labor Lore increases","fields.skills.lore.labor.trainedByIncrease.name":"Labor Lore trained by a skill increase","fields.skills.lore.labor.mod.name":"Labor Lore","fields.skills.lore.labor.rank.name":"Labor Lore proficiency","fields.skills.lore.mercantile.increases.name":"Mercantile Lore increases","fields.skills.lore.mercantile.trainedByIncrease.name":"Mercantile Lore trained by a skill increase","fields.skills.lore.mercantile.mod.name":"Mercantile Lore","fields.skills.lore.mercantile.rank.name":"Mercantile Lore proficiency","fields.skills.lore.mining.increases.name":"Mining Lore increases","fields.skills.lore.mining.trainedByIncrease.name":"Mining Lore trained by a skill increase","fields.skills.lore.mining.mod.name":"Mining Lore","fields.skills.lore.mining.rank.name":"Mining Lore proficiency","fields.skills.lore.mountain.increases.name":"Mountain Lore increases","fields.skills.lore.mountain.trainedByIncrease.name":"Mountain Lore trained by a skill increase","fields.skills.lore.mountain.mod.name":"Mountain Lore","fields.skills.lore.mountain.rank.name":"Mountain Lore proficiency","fields.skills.lore.plains.increases.name":"Plains Lore increases","fields.skills.lore.plains.trainedByIncrease.name":"Plains Lore trained by a skill increase","fields.skills.lore.plains.mod.name":"Plains Lore","fields.skills.lore.plains.rank.name":"Plains Lore proficiency","fields.skills.lore.sailing.increases.name":"Sailing Lore increases","fields.skills.lore.sailing.trainedByIncrease.name":"Sailing Lore trained by a skill increase","fields.skills.lore.sailing.mod.name":"Sailing Lore","fields.skills.lore.sailing.rank.name":"Sailing Lore proficiency","fields.skills.lore.swamp.increases.name":"Swamp Lore increases","fields.skills.lore.swamp.trainedByIncrease.name":"Swamp Lore trained by a skill increase","fields.skills.lore.swamp.mod.name":"Swamp Lore","fields.skills.lore.swamp.rank.name":"Swamp Lore proficiency","fields.skills.lore.tanning.increases.name":"Tanning Lore increases","fields.skills.lore.tanning.trainedByIncrease.name":"Tanning Lore trained by a skill increase","fields.skills.lore.tanning.mod.name":"Tanning Lore","fields.skills.lore.tanning.rank.name":"Tanning Lore proficiency","fields.skills.lore.theater.increases.name":"Theater Lore increases","fields.skills.lore.theater.trainedByIncrease.name":"Theater Lore trained by a skill increase","fields.skills.lore.theater.mod.name":"Theater Lore","fields.skills.lore.theater.rank.name":"Theater Lore proficiency","fields.skills.lore.custom1.subject.name":"Lore of your choice (1), its subject","fields.skills.lore.custom1.increases.name":"{name} Lore increases","fields.skills.lore.custom1.trainedByIncrease.name":"{name} Lore trained by a skill increase","fields.skills.lore.custom1.mod.name":"{name} Lore","fields.skills.lore.custom1.rank.name":"{name} Lore proficiency","tags.skill.lore.custom1.name":"Lore of your choice (1)","fields.skills.lore.custom2.subject.name":"Lore of your choice (2), its subject","fields.skills.lore.custom2.increases.name":"{name} Lore increases","fields.skills.lore.custom2.trainedByIncrease.name":"{name} Lore trained by a skill increase","fields.skills.lore.custom2.mod.name":"{name} Lore","fields.skills.lore.custom2.rank.name":"{name} Lore proficiency","tags.skill.lore.custom2.name":"Lore of your choice (2)","fields.skills.lore.custom3.subject.name":"Lore of your choice (3), its subject","fields.skills.lore.custom3.increases.name":"{name} Lore increases","fields.skills.lore.custom3.trainedByIncrease.name":"{name} Lore trained by a skill increase","fields.skills.lore.custom3.mod.name":"{name} Lore","fields.skills.lore.custom3.rank.name":"{name} Lore proficiency","tags.skill.lore.custom3.name":"Lore of your choice (3)","tags.skill.lore.alcohol.name":"Alcohol Lore","tags.skill.lore.art.name":"Art Lore","tags.skill.lore.cave.name":"Cave Lore","tags.skill.lore.cooking.name":"Cooking Lore","tags.skill.lore.desert.name":"Desert Lore","tags.skill.lore.engineering.name":"Engineering Lore","tags.skill.lore.forest.name":"Forest Lore","tags.skill.lore.fortune-telling.name":"Fortune-Telling Lore","tags.skill.lore.games.name":"Games Lore","tags.skill.lore.genealogy.name":"Genealogy Lore","tags.skill.lore.gladiatorial.name":"Gladiatorial Lore","tags.skill.lore.guild.name":"Guild Lore","tags.skill.lore.heraldry.name":"Heraldry Lore","tags.skill.lore.herbalism.name":"Herbalism Lore","tags.skill.lore.labor.name":"Labor Lore","tags.skill.lore.mercantile.name":"Mercantile Lore","tags.skill.lore.mining.name":"Mining Lore","tags.skill.lore.mountain.name":"Mountain Lore","tags.skill.lore.plains.name":"Plains Lore","tags.skill.lore.sailing.name":"Sailing Lore","tags.skill.lore.swamp.name":"Swamp Lore","tags.skill.lore.tanning.name":"Tanning Lore","tags.skill.lore.theater.name":"Theater Lore","backgrounds.scholar.choices.skill.options.arcana.name":"Arcana","backgrounds.scholar.choices.skill.options.nature.name":"Nature","backgrounds.scholar.choices.skill.options.occultism.name":"Occultism","backgrounds.scholar.choices.skill.options.religion.name":"Religion","backgrounds.raised-by-belief.choices.skill.options.acrobatics.name":"Acrobatics","backgrounds.raised-by-belief.choices.skill.options.arcana.name":"Arcana","backgrounds.raised-by-belief.choices.skill.options.athletics.name":"Athletics","backgrounds.raised-by-belief.choices.skill.options.crafting.name":"Crafting","backgrounds.raised-by-belief.choices.skill.options.deception.name":"Deception","backgrounds.raised-by-belief.choices.skill.options.diplomacy.name":"Diplomacy","backgrounds.raised-by-belief.choices.skill.options.intimidation.name":"Intimidation","backgrounds.raised-by-belief.choices.skill.options.medicine.name":"Medicine","backgrounds.raised-by-belief.choices.skill.options.nature.name":"Nature","backgrounds.raised-by-belief.choices.skill.options.occultism.name":"Occultism","backgrounds.raised-by-belief.choices.skill.options.performance.name":"Performance","backgrounds.raised-by-belief.choices.skill.options.religion.name":"Religion","backgrounds.raised-by-belief.choices.skill.options.society.name":"Society","backgrounds.raised-by-belief.choices.skill.options.stealth.name":"Stealth","backgrounds.raised-by-belief.choices.skill.options.survival.name":"Survival","backgrounds.raised-by-belief.choices.skill.options.thievery.name":"Thievery","feats.barbarian.animalistic-brutality.name":"Animalistic Brutality","feats.barbarian.animalistic-brutality.description":"One action (rage). Your bestial rage unarmed attack gains backswing, forceful, parry, razing or sweep until your rage ends; once per rage.","feats.barbarian.animalistic-brutality.prerequisites.instinct":"Animal instinct","feats.barbarian.disarming-assault.name":"Disarming Assault","feats.barbarian.disarming-assault.description":"One action, flourish (rage). Make a melee Strike; on a hit you can try to Disarm that enemy with Athletics.","feats.barbarian.disarming-assault.prerequisites.athletics":"Trained in Athletics","feats.barbarian.follow-up-assault.name":"Follow-up Assault","feats.barbarian.follow-up-assault.description":"One action (rage). Requirement: your previous action was a melee Strike that missed. Strike again with that weapon, adding backswing and forceful.","feats.barbarian.friendly-toss.name":"Friendly Toss","feats.barbarian.friendly-toss.description":"Two actions (rage). Requirement: an adjacent ally and a free hand. Throw an adjacent ally your size or smaller to a space within 30 feet you can see; its movement triggers no reactions, it lands standing and unhurt, and can use its reaction to Strike an enemy in its reach there.","feats.barbarian.furious-bully.name":"Furious Bully","feats.barbarian.furious-bully.description":"While raging you gain a +2 circumstance bonus to Athletics checks for attack actions.","feats.barbarian.furious-bully.prerequisites.athletics":"Master in Athletics","feats.barbarian.instinctive-strike.name":"Instinctive Strike","feats.barbarian.instinctive-strike.description":"Your melee Strikes against a creature you detect by scent ignore the flat check for its being concealed or hidden.","feats.barbarian.instinctive-strike.prerequisites.scent":"Acute Scent or Scent","feats.barbarian.invulnerable-rager.name":"Invulnerable Rager","feats.barbarian.invulnerable-rager.description":"You're trained in heavy armor, and class features that raise your medium armor proficiency raise heavy armor's too. You can Quick-Temper in heavy armor.","feats.barbarian.renewed-vigor.name":"Renewed Vigor","feats.barbarian.renewed-vigor.description":"One action (rage). Gain temporary Hit Points equal to half your level + your Constitution modifier (your level + Constitution if you made an attack this turn), until your rage ends.","feats.barbarian.renewed-vigor.actions.renewed-vigor.name":"Renewed Vigor","feats.barbarian.renewed-vigor.actions.renewed-vigor.results.renewed.name":"Renewed","feats.barbarian.share-rage.name":"Share Rage","feats.barbarian.share-rage.description":"One action (rage; auditory, visual), once per rage. A willing creature within 30 feet gains Rage's effects (but can use concentrate actions), without your instinct or feats.","feats.barbarian.thrash.name":"Thrash","feats.barbarian.thrash.description":"One action (rage). Requirement: you have an enemy grabbed or restrained. It takes bludgeoning damage equal to your Strength modifier + weapon specialization damage + Rage damage, basic Fortitude save against your class DC.","feats.barbarian.come-and-get-me.name":"Come and Get Me","feats.barbarian.come-and-get-me.description":"One action (rage). Until your rage ends you're off-guard and damage rolls against you get +2 circumstance; a creature that hits you is off-guard to you until the end of your next turn, and hitting it before then gives you temporary Hit Points equal to your Constitution modifier (double on a critical hit) until your rage ends.","feats.barbarian.furious-sprint.name":"Furious Sprint","feats.barbarian.furious-sprint.description":"Two or three actions (rage). Stride up to five times (eight with three actions) in a straight line, replacing any Stride with a Balance using Athletics.","feats.barbarian.great-cleave.name":"Great Cleave","feats.barbarian.great-cleave.description":"When a Cleave Strike reduces its target to 0 HP, keep making melee Strikes until one doesn't, or there's no creature adjacent to the last one.","feats.barbarian.great-cleave.prerequisites.cleave":"Cleave","feats.barbarian.impressive-landing.name":"Impressive Landing","feats.barbarian.impressive-landing.description":"Reaction. Trigger: you fall at least 10 feet onto solid ground. The fall counts as 10 feet shorter and you land standing; the ground in a 5-foot emanation becomes difficult terrain, and creatures there take 5 bludgeoning damage and are off-guard until the start of their next turn.","feats.barbarian.knockback.name":"Knockback","feats.barbarian.knockback.description":"One action (rage). Requirement: your last action was a successful Strike. Push that enemy 5 feet as a successful Shove (you can follow).","feats.barbarian.resounding-blow.name":"Resounding Blow","feats.barbarian.resounding-blow.description":"Two actions. Requirement: a bludgeoning melee weapon. Make a melee Strike; if it hits and deals damage the target is deafened until the start of your next turn (1 minute on a critical hit).","feats.barbarian.resounding-blow.actions.resounding-blow.name":"Resounding Blow","feats.barbarian.resounding-blow.actions.resounding-blow.steps.weapon.prompt":"Choose a weapon","feats.barbarian.silencing-strike.name":"Silencing Strike","feats.barbarian.silencing-strike.description":"One action (rage, incapacitation). Make a melee Strike; on a hit the target attempts a Fortitude save against your class DC. **Success** Unaffected. **Failure** Stunned 1, and it needs a DC 11 flat check for linguistic actions or non-subtle spells. **Critical Failure** As failure, but stunned 3.","feats.barbarian.silencing-strike.actions.silencing-strike.name":"Silencing Strike","feats.barbarian.silencing-strike.actions.silencing-strike.steps.weapon.prompt":"Choose a weapon","feats.barbarian.tangle-of-battle.name":"Tangle of Battle","feats.barbarian.tangle-of-battle.description":"Reaction (rage). Trigger: you critically hit an adjacent enemy. Try to Grapple it.","feats.barbarian.terrifying-howl.name":"Terrifying Howl","feats.barbarian.terrifying-howl.description":"One action (rage, auditory). Demoralize each enemy within 30 feet, without the penalty for not sharing a language; each is then immune for 1 minute.","feats.barbarian.dragons-rage-wings.name":"Dragon's Rage Wings","feats.barbarian.dragons-rage-wings.description":"One action (rage, morph). While raging you have a fly Speed equal to your land Speed; if your rage ends in flight you descend safely and land standing.","feats.barbarian.dragons-rage-wings.prerequisites.instinct":"Dragon instinct","feats.barbarian.embrace-the-pain.name":"Embrace the Pain","feats.barbarian.embrace-the-pain.description":"Reaction (rage). Trigger: a creature in your reach damages you with a melee attack. Try to Grapple it, or Disarm it of the weapon.","feats.barbarian.furious-grab.name":"Furious Grab","feats.barbarian.furious-grab.description":"One action (rage). Requirement: your last action was a successful Strike, with a hand free or a grapple weapon. The enemy you hit is grabbed, as by a successful Grapple.","feats.barbarian.predators-pounce.name":"Predator's Pounce","feats.barbarian.predators-pounce.description":"One action, flourish (rage). Requirement: unarmored or light armor. Stride up to your Speed, then Strike.","feats.barbarian.predators-pounce.prerequisites.instinct":"Animal instinct","feats.barbarian.predators-pounce.actions.predators-pounce.name":"Predator's Pounce","feats.barbarian.predators-pounce.actions.predators-pounce.steps.weapon.prompt":"Choose a weapon","feats.barbarian.spirits-wrath.name":"Spirit's Wrath","feats.barbarian.spirits-wrath.description":"One action (rage, attack, concentrate). A spirit wisp makes a melee unarmed attack against an enemy within 120 feet with your martial proficiency + Strength + a +2 item bonus (and your circumstance and status modifiers): 4d8 + Constitution spirit damage, double and frightened 1 on a critical hit. It uses and counts toward your multiple attack penalty.","feats.barbarian.spirits-wrath.prerequisites.instinct":"Spirit instinct","feats.barbarian.sunder-spell.name":"Sunder Spell","feats.barbarian.sunder-spell.description":"Two actions (rage, attack, concentrate). Make a melee Strike against a creature, object or spell manifestation (AC 10 for an easy target); on a hit try to counteract one spell or magical effect on it (rank half your level rounded up, your attack roll as the check). Either way it's immune for 24 hours.","feats.barbarian.sunder-spell.prerequisites.instinct":"Superstition instinct","feats.barbarian.titans-stature.name":"Titan's Stature","feats.barbarian.titans-stature.description":"Giant's Stature can make you Huge (10 feet more reach if you were Medium or smaller).","feats.barbarian.titans-stature.prerequisites.giants-stature":"Giant's Stature","feats.barbarian.unbalancing-sweep.name":"Unbalancing Sweep","feats.barbarian.unbalancing-sweep.description":"Three actions, flourish. Choose up to three enemies in reach and Shove or Trip all of them, a separate Athletics check each; the penalty rises only after all of them.","feats.barbarian.awesome-blow.name":"Awesome Blow","feats.barbarian.awesome-blow.description":"When you use Knockback, attempt Athletics against the target's Fortitude DC. **Critical Success** A Shove's critical success, then a Trip's. **Success** A Shove's success, then a Trip's. **Failure** Knockback's normal effect.","feats.barbarian.awesome-blow.prerequisites.knockback":"Knockback","feats.barbarian.giants-lunge.name":"Giant's Lunge","feats.barbarian.giants-lunge.description":"One action (rage, concentrate). Until your rage ends your melee weapons and unarmed attacks have 10-foot reach (not added to reach weapons, but combining with larger size).","feats.barbarian.giants-lunge.prerequisites.instinct":"Giant instinct","feats.barbarian.impaling-thrust.name":"Impaling Thrust","feats.barbarian.impaling-thrust.description":"Two actions (rage). Requirement: a piercing melee weapon. Make a melee Strike; if it hits and deals damage the target is grabbed until it Escapes, you attack with the weapon again or you Release it; then it takes persistent bleed damage equal to the weapon's damage dice.","feats.barbarian.sunder-enchantment.name":"Sunder Enchantment","feats.barbarian.sunder-enchantment.description":"Sunder Spell can instead counteract an unattended magic item or one of the target's: on a success it's mundane for 10 minutes (artifacts and intelligent items always resist).","feats.barbarian.sunder-enchantment.prerequisites.sunder-spell":"Sunder Spell","feats.barbarian.vengeful-strike.name":"Vengeful Strike","feats.barbarian.vengeful-strike.description":"Reaction (rage). Requirement: Come and Get Me affects you. Trigger: a creature in your reach hits you. Make a melee Strike against it (a free action if its attack was a critical hit).","feats.barbarian.vengeful-strike.prerequisites.come-and-get-me":"Come and Get Me","feats.barbarian.vengeful-strike.actions.vengeful-strike.name":"Vengeful Strike","feats.barbarian.vengeful-strike.actions.vengeful-strike.steps.weapon.prompt":"Choose a weapon","feats.barbarian.collateral-thrash.name":"Collateral Thrash","feats.barbarian.collateral-thrash.description":"When you Thrash, another enemy adjacent to the grabbed one takes the same damage, basic Reflex save against your class DC.","feats.barbarian.collateral-thrash.prerequisites.thrash":"Thrash","feats.barbarian.desperate-wrath.name":"Desperate Wrath","feats.barbarian.desperate-wrath.description":"Free action (rage). Trigger: your turn begins at half your Hit Points or fewer. +2 circumstance bonus to attack rolls, -1 to AC and saves, until your rage ends or you rise above half.","feats.barbarian.dragon-transformation.name":"Dragon Transformation","feats.barbarian.dragon-transformation.description":"One action (rage, polymorph), once per 10 minutes. You become a Large dragon as a 6th-rank dragon form, using your AC and attack modifier, adding your Rage damage, Dragon Breath at your class DC; its temporary Hit Points add to your rage's. At 18th level, +20 feet to your fly Speed, +12 damage on dragon Strikes and +14 status to Dragon Breath.","feats.barbarian.dragon-transformation.prerequisites.dragons-rage-wings":"Dragon's Rage Wings","feats.barbarian.furious-vengeance.name":"Furious Vengeance","feats.barbarian.furious-vengeance.description":"Reaction (rage). Trigger: an enemy in your melee reach critically hits you with a melee Strike. Make a melee Strike against it.","feats.barbarian.furious-vengeance.prerequisites.instinct":"Fury instinct","feats.barbarian.furious-vengeance.actions.furious-vengeance.name":"Furious Vengeance","feats.barbarian.furious-vengeance.actions.furious-vengeance.steps.weapon.prompt":"Choose a weapon","feats.barbarian.penetrating-projectile.name":"Penetrating Projectile","feats.barbarian.penetrating-projectile.description":"Two actions, flourish (rage). Requirement: a piercing ranged or thrown weapon. Make a ranged Strike against each creature in a 30-foot line, ignoring cover from creatures, damage rolled once; the penalty rises only after all of them.","feats.barbarian.shattering-blows.name":"Shattering Blows","feats.barbarian.shattering-blows.description":"While raging, your melee Strikes ignore the first 5 Hardness of objects (10 with devastator).","feats.barbarian.brutal-critical.name":"Brutal Critical","feats.barbarian.brutal-critical.description":"A critical hit with a melee Strike adds one more damage die (beyond deadly or fatal), and the target takes persistent bleed damage equal to two damage dice.","feats.barbarian.perfect-clarity.name":"Perfect Clarity","feats.barbarian.perfect-clarity.description":"Reaction (rage, fortune). Trigger: you fail or critically fail an attack roll or Will save. Reroll it with a +2 circumstance bonus and use the better result; then your rage ends.","feats.barbarian.vicious-evisceration.name":"Vicious Evisceration","feats.barbarian.vicious-evisceration.description":"Two actions (rage). Make a melee Strike; if it hits and deals damage the target is drained 1 (drained 2 on a critical hit).","feats.barbarian.vicious-evisceration.actions.vicious-evisceration.name":"Vicious Evisceration","feats.barbarian.vicious-evisceration.actions.vicious-evisceration.steps.weapon.prompt":"Choose a weapon","feats.barbarian.whirlwind-toss.name":"Whirlwind Toss","feats.barbarian.whirlwind-toss.description":"Two actions (rage). Thrash, with Collateral Thrash on every other enemy adjacent to you (each saving once), then throw the grabbed creature 10 feet, where it falls prone.","feats.barbarian.whirlwind-toss.prerequisites.collateral-thrash":"Collateral Thrash","feats.barbarian.annihilating-swing.name":"Annihilating Swing","feats.barbarian.annihilating-swing.description":"Two actions. Make a melee Strike ignoring the target's resistances. Against a solid unattended object or surface of Hardness 20 or less that isn't magic you destroy it (up to a 5-foot cube); against magic, counteract it at 10th rank with your Strike's attack bonus, destroying it on a success unless its Hardness exceeds 20 or it's an artifact.","feats.barbarian.contagious-rage.name":"Contagious Rage","feats.barbarian.contagious-rage.description":"You can Share Rage any number of times in a rage, and allies affected can take your instinct ability and its weapon specialization ability (not greater), with its restrictions.","feats.barbarian.contagious-rage.prerequisites.share-rage":"Share Rage","feats.barbarian.quaking-stomp.name":"Quaking Stomp","feats.barbarian.quaking-stomp.description":"One action (rage, manipulate), once per 10 minutes. You stomp out the effects of earthquake.","feats.barbarian.unstoppable-juggernaut.name":"Unstoppable Juggernaut","feats.barbarian.unstoppable-juggernaut.description":"You gain resistance 3 + Constitution to all damage, your raging resistance becomes 8 + Constitution, and when reduced to 0 Hit Points while raging you can end your rage as a reaction to stay at 1 Hit Point, wounded 2 (or wounded value +2).","actions.end-rage.name":"End rage","actions.end-rage.results.ended.name":"Ended","actions.rage.name":"Rage","actions.rage.options.instinct.name":"Your instinct's damage type","actions.rage.options.weapon.name":"The weapon's damage type","actions.rage.results.raging.name":"Raging","actions.rage.steps.damage.prompt":"Rage damage","classes.barbarian.animals.ape-fist.name":"Ape fist","classes.barbarian.animals.ape.description":"Fist: 1d10 bludgeoning, grapple.","classes.barbarian.animals.ape.name":"Ape","classes.barbarian.animals.bear-claw.name":"Bear claw","classes.barbarian.animals.bear-jaws.name":"Bear jaws","classes.barbarian.animals.bear.description":"Jaws: 1d10 piercing. Claw: 1d6 slashing, agile.","classes.barbarian.animals.bear.name":"Bear","classes.barbarian.animals.bull-horn.name":"Bull horn","classes.barbarian.animals.bull.description":"Horn: 1d10 piercing, shove.","classes.barbarian.animals.bull.name":"Bull","classes.barbarian.animals.cat-claw.name":"Cat claw","classes.barbarian.animals.cat-jaws.name":"Cat jaws","classes.barbarian.animals.cat.description":"Jaws: 1d10 piercing. Claw: 1d6 slashing, agile.","classes.barbarian.animals.cat.name":"Cat","classes.barbarian.animals.deer-antler.name":"Deer antler","classes.barbarian.animals.deer.description":"Antler: 1d10 piercing, grapple.","classes.barbarian.animals.deer.name":"Deer","classes.barbarian.animals.frog-jaws.name":"Frog jaws","classes.barbarian.animals.frog-tongue.name":"Frog tongue","classes.barbarian.animals.frog.description":"Jaws: 1d10 bludgeoning. Tongue: 1d6 bludgeoning, agile.","classes.barbarian.animals.frog.name":"Frog","classes.barbarian.animals.shark-jaws.name":"Shark jaws","classes.barbarian.animals.shark.description":"Jaws: 1d10 piercing, grapple.","classes.barbarian.animals.shark.name":"Shark","classes.barbarian.animals.snake-fangs.name":"Snake fangs","classes.barbarian.animals.snake.description":"Fangs: 1d10 piercing, grapple.","classes.barbarian.animals.snake.name":"Snake","classes.barbarian.animals.wolf-jaws.name":"Wolf jaws","classes.barbarian.animals.wolf.description":"Jaws: 1d10 piercing, trip.","classes.barbarian.animals.wolf.name":"Wolf","classes.barbarian.armor-mastery.description":"Master in light and medium armor and unarmored defense.","classes.barbarian.armor-mastery.name":"Armor Mastery","classes.barbarian.brutality.description":"Expert in simple and martial weapons and unarmed attacks. While raging, you apply the critical specialization effects of melee weapons and unarmed attacks.","classes.barbarian.brutality.name":"Brutality","classes.barbarian.choices.class-feat.prompt":"Barbarian feat (level {slot})","classes.barbarian.choices.instinct.prompt":"Instinct","classes.barbarian.choices.skill-feat.prompt":"Skill feat (level {slot})","classes.barbarian.choices.skills.prompt":"Trained skills (3 plus Intelligence)","classes.barbarian.description":"A warrior who fights in a rage drawn from an instinct. Key attribute: Strength. 12 Hit Points plus Constitution per level. Expert in Perception, Fortitude and Will; trained in Reflex, simple and martial weapons, unarmed attacks, light and medium armor, unarmored defense and the barbarian class DC. Trained in Athletics and 3 more skills plus Intelligence.","classes.barbarian.devastator.description":"Your barbarian class DC proficiency becomes master. Your melee Strikes ignore 10 points of the target's resistance to their physical damage.","classes.barbarian.devastator.name":"Devastator","classes.barbarian.furious-footfalls.description":"You gain a +5-foot status bonus to your Speed, increased to +10 feet while raging.","classes.barbarian.furious-footfalls.name":"Furious Footfalls","classes.barbarian.greater-juggernaut.description":"Your Fortitude proficiency becomes legendary. A critical failure on a Fortitude save is a failure, and a failed Fortitude save against a damaging effect deals half damage.","classes.barbarian.greater-juggernaut.name":"Greater Juggernaut","classes.barbarian.greater-weapon-specialization.description":"Weapon specialization damage becomes 4 at expert, 6 at master and 8 at legendary, and your instinct's specialization ability improves.","classes.barbarian.greater-weapon-specialization.name":"Greater Weapon Specialization","classes.barbarian.indomitable-will.description":"Your Will proficiency becomes master. A success on a Will save is a critical success.","classes.barbarian.indomitable-will.name":"Indomitable Will","classes.barbarian.instincts.animal.choices.animal.prompt":"Animal","classes.barbarian.instincts.animal.description":"Bestial Rage: while raging, you gain your animal's unarmed attacks and can't use weapons; your Rage gains the morph and primal traits. Your Rage damage with them is 2 (5 with weapon specialization, 12 with greater weapon specialization), and at 7th level their damage dice grow by one step. From 9th level, Raging Resistance resists piercing and slashing damage.","classes.barbarian.instincts.animal.name":"Animal Instinct","classes.barbarian.instincts.dragon.choices.breath.options.bludgeoning.name":"Bludgeoning","classes.barbarian.instincts.dragon.choices.breath.options.fire.name":"Fire","classes.barbarian.instincts.dragon.choices.breath.options.force.name":"Force","classes.barbarian.instincts.dragon.choices.breath.options.mental.name":"Mental","classes.barbarian.instincts.dragon.choices.breath.options.poison.name":"Poison","classes.barbarian.instincts.dragon.choices.breath.options.spirit.name":"Spirit","classes.barbarian.instincts.dragon.choices.breath.prompt":"Your dragon's breath damage type","classes.barbarian.instincts.dragon.description":"Draconic Rage: when you Rage, you can make your Rage damage 4 (8 with weapon specialization, 16 with greater weapon specialization) and of your dragon's breath damage type. From 9th level, Raging Resistance resists piercing damage and your breath type.","classes.barbarian.instincts.dragon.name":"Dragon Instinct","classes.barbarian.instincts.fury.choices.feat.prompt":"Bonus barbarian feat","classes.barbarian.instincts.fury.description":"Unstoppable Frenzy: your Rage damage is 3 (7 with weapon specialization, 13 with greater weapon specialization), and you gain a 1st-level barbarian feat. From 9th level, Raging Resistance resists physical weapon damage, but not unarmed attacks'.","classes.barbarian.instincts.fury.name":"Fury Instinct","classes.barbarian.instincts.giant.choices.resistance.options.cold.name":"Cold","classes.barbarian.instincts.giant.choices.resistance.options.electricity.name":"Electricity","classes.barbarian.instincts.giant.choices.resistance.options.fire.name":"Fire","classes.barbarian.instincts.giant.choices.resistance.prompt":"Raging Resistance damage type","classes.barbarian.instincts.giant.description":"Titan Mauler: if you are Small or Medium, you can wield weapons one size larger. While wielding one your Rage damage is 6 (10 with weapon specialization, 18 with greater weapon specialization), and you are clumsy 1, which can't be removed. From 9th level, Raging Resistance resists bludgeoning damage and your choice of cold, electricity or fire.","classes.barbarian.instincts.giant.name":"Giant Instinct","classes.barbarian.instincts.spirit.description":"Spirit Rage: when you Rage, you can make your Rage damage 3 (7 with weapon specialization, 13 with greater weapon specialization) and spirit damage; your attacks then have the effects of a ghost touch rune. From 9th level, Raging Resistance resists void damage and damage from undead.","classes.barbarian.instincts.spirit.name":"Spirit Instinct","classes.barbarian.instincts.superstition.choices.traditions.options.arcane-occult.name":"Arcane and occult","classes.barbarian.instincts.superstition.choices.traditions.options.arcane-primal.name":"Arcane and primal","classes.barbarian.instincts.superstition.choices.traditions.options.divine-occult.name":"Divine and occult","classes.barbarian.instincts.superstition.choices.traditions.options.divine-primal.name":"Divine and primal","classes.barbarian.instincts.superstition.choices.traditions.prompt":"Raging Resistance traditions","classes.barbarian.instincts.superstition.description":"Anathema: learning or Casting a Spell, or using an item that Casts a Spell. Superstitious Resilience: your Rage damage is 3 (7 with weapon specialization, 13 with greater weapon specialization), or 4 (8, 16) against a creature you saw Cast a Spell in the last hour. While raging you gain a +2 status bonus to saves against magic, and accepting a magic effect makes you frightened 1. When you Rage, you regain Hit Points equal to the temporary Hit Points you gain (once every 10 minutes). From 9th level, Raging Resistance resists damage from spells of two traditions you choose.","classes.barbarian.instincts.superstition.name":"Superstition Instinct","classes.barbarian.juggernaut.description":"Your Fortitude proficiency becomes master. A success on a Fortitude save is a critical success.","classes.barbarian.juggernaut.name":"Juggernaut","classes.barbarian.medium-armor-expertise.description":"Expert in light and medium armor and unarmored defense.","classes.barbarian.medium-armor-expertise.name":"Medium Armor Expertise","classes.barbarian.mighty-rage.description":"Your barbarian class DC proficiency becomes expert. When you Rage with Quick-Tempered, your first Strike on your first turn deals extra damage equal to your Rage damage.","classes.barbarian.mighty-rage.name":"Mighty Rage","classes.barbarian.name":"Barbarian","classes.barbarian.perception-mastery.description":"Your Perception proficiency becomes master.","classes.barbarian.perception-mastery.name":"Perception Mastery","classes.barbarian.quick-tempered.description":"Free action. Trigger: you roll initiative. Requirement: you aren't encumbered or wearing heavy armor. You Rage.","classes.barbarian.quick-tempered.name":"Quick-Tempered","classes.barbarian.rage.description":"One action (concentrate, emotion, mental). Requirement: you aren't fatigued or raging. You gain temporary Hit Points equal to your level plus your Constitution modifier, and deal 2 additional damage with melee Strikes (halved for agile weapons and agile unarmed attacks); your instinct may change this. While raging you can't use concentrate actions unless they have the rage trait (you can still Seek). The rage lasts 1 minute, until the encounter ends or until you fall unconscious, and you can't end it early. When it ends, you lose its remaining temporary Hit Points and can't gain temporary Hit Points from Rage for 1 minute.","classes.barbarian.rage.name":"Rage","classes.barbarian.raging-resistance.description":"While raging, you gain resistance equal to 3 plus your Constitution modifier to the damage types your instinct names.","classes.barbarian.raging-resistance.name":"Raging Resistance","classes.barbarian.raging.description":"You are raging: extra damage on melee Strikes, and no concentrate actions without the rage trait.","classes.barbarian.raging.name":"Raging","classes.barbarian.reflex-expertise.description":"Your Reflex proficiency becomes expert.","classes.barbarian.reflex-expertise.name":"Reflex Expertise","classes.barbarian.revitalizing-rage.description":"After a rage ends, you can gain temporary Hit Points from Rage again once you have spent at least one full turn not raging, instead of after 1 minute.","classes.barbarian.revitalizing-rage.name":"Revitalizing Rage","classes.barbarian.weapon-mastery.description":"Master in simple and martial weapons and unarmed attacks.","classes.barbarian.weapon-mastery.name":"Weapon Mastery","classes.barbarian.weapon-specialization.description":"2 extra damage with weapons and unarmed attacks you are expert in, 3 at master and 4 at legendary. You also gain your instinct's specialization ability.","classes.barbarian.weapon-specialization.name":"Weapon Specialization","feats.barbarian.acute-scent.description":"While raging, you have imprecise scent with a range of 30 feet.","feats.barbarian.acute-scent.name":"Acute Scent","feats.barbarian.acute-vision.description":"While raging, you have darkvision.","feats.barbarian.acute-vision.name":"Acute Vision","feats.barbarian.adrenaline-rush.description":"While raging, your maximum and encumbered Bulk limits are 2 higher, and you gain a +1 status bonus to Athletics checks to lift heavy objects, Escape and Force Open.","feats.barbarian.adrenaline-rush.name":"Adrenaline Rush","feats.barbarian.animal-skin.description":"Animal instinct. Your unarmored defense proficiency becomes expert. While raging and unarmored, you gain a +2 item bonus to AC (+3 with greater juggernaut) and a Dexterity cap of +3.","feats.barbarian.animal-skin.name":"Animal Skin","feats.barbarian.animal-skin.prerequisites.instinct":"Animal instinct","feats.barbarian.barreling-charge.actions.barreling-charge.name":"Barreling Charge","feats.barbarian.barreling-charge.actions.barreling-charge.steps.weapon.prompt":"Choose a melee weapon","feats.barbarian.barreling-charge.description":"Two actions (flourish). Stride up to twice your Speed, moving through enemies' spaces with an Athletics check against each one's Fortitude DC, then make a melee Strike.","feats.barbarian.barreling-charge.prerequisites.athletics":"Trained in Athletics","feats.barbarian.barreling-charge.name":"Barreling Charge","feats.barbarian.bashing-charge.description":"Two actions (flourish). Stride twice. Once during it, you can Force Open a door, wall or similar obstacle with a +1 circumstance bonus; on a failure, your movement stops there.","feats.barbarian.bashing-charge.prerequisites.athletics":"Trained in Athletics","feats.barbarian.bashing-charge.name":"Bashing Charge","feats.barbarian.brutal-bully.description":"Expert in Athletics. While raging, a successful Disarm, Grapple, Reposition, Shove or Trip deals bludgeoning damage equal to your Strength modifier.","feats.barbarian.brutal-bully.name":"Brutal Bully","feats.barbarian.brutal-bully.prerequisites.athletics":"Expert in Athletics","feats.barbarian.cleave.actions.cleave.name":"Cleave","feats.barbarian.cleave.actions.cleave.steps.weapon.prompt":"Choose a melee weapon","feats.barbarian.cleave.description":"Reaction (rage). Trigger: your melee Strike reduces an enemy to 0 Hit Points. Make a melee Strike against an enemy adjacent to it and within your reach.","feats.barbarian.cleave.name":"Cleave","feats.barbarian.draconic-arrogance.description":"Dragon instinct. While raging, you gain a +2 status bonus to saves against emotion effects.","feats.barbarian.draconic-arrogance.name":"Draconic Arrogance","feats.barbarian.draconic-arrogance.prerequisites.instinct":"Dragon instinct","feats.barbarian.dragons-rage-breath.description":"Dragon instinct. Two actions (concentrate, rage), once every 10 minutes. Breathe a 30-foot cone dealing 1d6 damage per level of your breath type, basic Reflex save against your class DC.","feats.barbarian.dragons-rage-breath.name":"Dragon's Rage Breath","feats.barbarian.dragons-rage-breath.prerequisites.instinct":"Dragon instinct","feats.barbarian.furious-finish.actions.furious-finish.name":"Furious Finish","feats.barbarian.furious-finish.actions.furious-finish.params.rounds.name":"Rounds of rage left","feats.barbarian.furious-finish.actions.furious-finish.steps.weapon.prompt":"Choose a melee weapon","feats.barbarian.furious-finish.description":"One action (rage). Make a Strike. On a hit, it deals extra damage equal to the number of rounds of your rage left (at most 10), a circumstance bonus. Your rage then ends, and you are fatigued until you rest for 10 minutes.","feats.barbarian.furious-finish.name":"Furious Finish","feats.barbarian.giants-stature.description":"Giant instinct. One action (polymorph, primal, rage). You grow to Large, with 5 more feet of reach and clumsy 1, until your rage ends.","feats.barbarian.giants-stature.name":"Giant's Stature","feats.barbarian.giants-stature.prerequisites.instinct":"Giant instinct","feats.barbarian.inner-strength.actions.inner-strength.name":"Inner Strength","feats.barbarian.inner-strength.actions.inner-strength.results.steadied.name":"Steadied","feats.barbarian.inner-strength.description":"Spirit instinct. One action (concentrate, rage). Reduce your enfeebled value by 1.","feats.barbarian.inner-strength.name":"Inner Strength","feats.barbarian.inner-strength.prerequisites.instinct":"Spirit instinct","feats.barbarian.mage-hunter.actions.mage-hunter.name":"Mage Hunter","feats.barbarian.mage-hunter.actions.mage-hunter.steps.weapon.prompt":"Choose a melee weapon","feats.barbarian.mage-hunter.description":"Superstition instinct. Two actions (rage). Make a melee Strike against a creature you saw Cast a Spell. On a hit that deals damage, it is stupefied 1 (stupefied 2 on a critical hit) until the start of your next turn.","feats.barbarian.mage-hunter.name":"Mage Hunter","feats.barbarian.mage-hunter.prerequisites.instinct":"Superstition instinct","feats.barbarian.moment-of-clarity.description":"One action (concentrate, rage). Until the end of this turn, you can use concentrate actions even if they don't have the rage trait.","feats.barbarian.moment-of-clarity.name":"Moment of Clarity","feats.barbarian.no-escape.description":"Reaction (rage). Trigger: an enemy within reach moves away. Stride up to your Speed, keeping it within reach.","feats.barbarian.no-escape.name":"No Escape","feats.barbarian.nocturnal-senses.description":"While raging, your low-light vision becomes darkvision and your scent reaches 60 feet.","feats.barbarian.nocturnal-senses.prerequisites.senses":"Low-light vision or scent","feats.barbarian.nocturnal-senses.name":"Nocturnal Senses","feats.barbarian.oversized-throw.description":"Two actions (rage). Requirement: a free hand. Throw an object your size or one size smaller as a simple thrown weapon dealing 1d10 bludgeoning damage, with a range increment of 20 feet (2d10 with weapon specialization, 3d10 with greater).","feats.barbarian.oversized-throw.name":"Oversized Throw","feats.barbarian.raging-athlete.description":"Expert in Athletics. While raging, you have climb and swim Speeds equal to your land Speed, a –10 DC for High Jump and Long Jump, and farther Leaps.","feats.barbarian.raging-athlete.name":"Raging Athlete","feats.barbarian.raging-athlete.prerequisites.athletics":"Expert in Athletics","feats.barbarian.raging-intimidation.description":"Your Demoralize and Scare to Death gain the rage trait. You gain Intimidating Glare and Scare to Death once you meet their prerequisites.","feats.barbarian.raging-intimidation.name":"Raging Intimidation","feats.barbarian.raging-thrower.description":"Your Rage damage applies to thrown weapon Strikes, and so do Brutality and Devastator.","feats.barbarian.raging-thrower.name":"Raging Thrower","feats.barbarian.reactive-strike.description":"Reaction. Trigger: a creature within reach uses a manipulate or move action, makes a ranged attack or leaves a square. Make a melee Strike against it, without a multiple attack penalty and not counting toward it. A critical hit against a manipulate action disrupts it.","feats.barbarian.reactive-strike.name":"Reactive Strike","feats.barbarian.scars-of-steel.description":"Fury instinct. Reaction (rage), once a day. Trigger: a critical hit deals physical damage to you. You gain resistance to it equal to your Constitution modifier plus half your level.","feats.barbarian.scars-of-steel.name":"Scars of Steel","feats.barbarian.scars-of-steel.prerequisites.instinct":"Fury instinct","feats.barbarian.scouring-rage.description":"Your instinct changes your Rage damage type. Free action. Trigger: you Rage. Each enemy within 20 feet takes damage equal to your level of your Rage damage type, basic Fortitude save against your class DC.","feats.barbarian.scouring-rage.name":"Scouring Rage","feats.barbarian.second-wind.description":"You can gain temporary Hit Points from Rage in the minute after a rage ends. When a rage begun this way ends, you are fatigued for 10 minutes.","feats.barbarian.second-wind.name":"Second Wind","feats.barbarian.shake-it-off.actions.shake-it-off.name":"Shake It Off","feats.barbarian.shake-it-off.actions.shake-it-off.results.shaken.name":"Shaken off","feats.barbarian.shake-it-off.description":"One action (concentrate, rage). Reduce your frightened value by 1, then attempt a Fortitude save as if you were Retching: a failure reduces sickened by 1, a success by 2 and a critical success by 3.","feats.barbarian.shake-it-off.name":"Shake It Off","feats.barbarian.spirits-interference.description":"Spirit instinct. One action (divine, rage). Until your rage ends, a ranged attack against you needs a DC 5 flat check, or it misses.","feats.barbarian.spirits-interference.name":"Spirits' Interference","feats.barbarian.spirits-interference.prerequisites.instinct":"Spirit instinct","feats.barbarian.spiritual-guides.description":"Spirit instinct. Reaction (fortune), once a day. Trigger: you fail, but don't critically fail, a Perception or skill check. Reroll it and use the second result.","feats.barbarian.spiritual-guides.name":"Spiritual Guides","feats.barbarian.spiritual-guides.prerequisites.instinct":"Spirit instinct","feats.barbarian.supernatural-senses.description":"While raging, the flat check to target a concealed creature is DC 3, and a hidden one DC 9.","feats.barbarian.supernatural-senses.prerequisites.senses":"Acute Scent or scent","feats.barbarian.supernatural-senses.name":"Supernatural Senses","feats.barbarian.swipe.description":"Two actions (flourish). Make one melee Strike against up to two foes adjacent to each other and within reach, one attack roll for both. It counts as two attacks for your multiple attack penalty.","feats.barbarian.swipe.name":"Swipe","feats.barbarian.wounded-rage.actions.wounded-rage.name":"Wounded Rage","feats.barbarian.wounded-rage.actions.wounded-rage.results.raging.name":"Raging","feats.barbarian.wounded-rage.description":"Reaction. Trigger: you take damage. You Rage.","feats.barbarian.wounded-rage.name":"Wounded Rage","fields.rage.active.name":"Raging","fields.rage.largerWeapon.name":"Wielding a larger weapon (giant instinct)","fields.rage.resists.name":"Raging Resistance","fields.rage.tempHpBlocked.name":"No temporary Hit Points from Rage (the minute after a rage)","groups.rage.label":"Rage","situational.againstMagic.name":"Against magic","situational.witnessedCaster.name":"Against a creature you saw Cast a Spell","tags.damage.force.name":"Force","fields.bard.muse.name":"Muse","fields.skills.lore.bardic.rank.name":"Bardic Lore rank","fields.skills.lore.bardic.mod.name":"Bardic Lore","tags.muse.name":"Muse","tags.muse.enigma.name":"Enigma muse","tags.muse.maestro.name":"Maestro muse","tags.muse.polymath.name":"Polymath muse","tags.muse.warrior.name":"Warrior muse","tags.skill.lore.bardic.name":"Bardic Lore","situational.wellVersed.name":"Against an auditory, illusion, linguistic, sonic or visual effect (Well-Versed)","classes.bard.name":"Bard","classes.bard.description":"A performer whose art carries occult magic. Key attribute: Charisma. 8 Hit Points plus Constitution per level. Expert in Perception and Will, trained in Fortitude and Reflex; trained in simple and martial weapons and unarmed attacks; trained in light armor and unarmored defense; trained in the bard class DC, spell attack modifier and spell DC. Trained in Occultism, Performance and 4 more skills plus Intelligence. You cast occult spells spontaneously with Charisma: two spell slots of each rank (three from the next level), a repertoire of as many spells of each rank and five cantrips. Your muse gives you a feat and a spell; your compositions are counter performance and courageous anthem.","classes.bard.choices.muse.prompt":"Muse","classes.bard.choices.skills.prompt":"Trained skills (4 plus Intelligence)","classes.bard.choices.class-feat.prompt":"Bard feat (level {slot})","classes.bard.choices.skill-feat.prompt":"Skill feat (level {slot})","classes.bard.muses.enigma.name":"Enigma","classes.bard.muses.enigma.description":"A mystery drives you to uncover hidden secrets; you support your allies with knowledge. Muse feat: Bardic Lore. Muse spell: sure strike.","classes.bard.muses.maestro.name":"Maestro","classes.bard.muses.maestro.description":"You strive for ever greater artistry and inspire your allies with it. Muse feat: Lingering Composition. Muse spell: soothe.","classes.bard.muses.polymath.name":"Polymath","classes.bard.muses.polymath.description":"Your muse flits from pursuit to pursuit, and so do you. Muse feat: Versatile Performance. Muse spell: phantasmal minion.","classes.bard.muses.warrior.name":"Warrior","classes.bard.muses.warrior.description":"The battlefield is your stage, and you ready your allies for it. Muse feat: Martial Performance. Muse spell: fear.","features.bard.composition-spells.name":"Composition Spells","features.bard.composition-spells.description":"Your performances carry magic. You learn the counter performance composition spell (a focus spell; your focus pool starts at 1 Focus Point, regained by Refocusing as you perform or compose) and the courageous anthem composition cantrip, which costs no Focus Point. You can cast only one composition spell each turn and have one active at a time; a new one ends the last.","features.bard.reflex-expertise.name":"Reflex Expertise","features.bard.reflex-expertise.description":"Your proficiency rank for Reflex saves increases to expert.","features.bard.expert-spellcaster.name":"Expert Spellcaster","features.bard.expert-spellcaster.description":"Your proficiency ranks for spell attack modifier and spell DC increase to expert.","features.bard.fortitude-expertise.name":"Fortitude Expertise","features.bard.fortitude-expertise.description":"Your proficiency rank for Fortitude saves increases to expert.","features.bard.performers-heart.name":"Performer's Heart","features.bard.performers-heart.description":"Your proficiency rank for Will saves increases to master, and a success on a Will save is a critical success instead.","features.bard.bard-weapon-expertise.name":"Bard Weapon Expertise","features.bard.bard-weapon-expertise.description":"Your proficiency ranks for simple and martial weapons and unarmed attacks increase to expert. While one of your compositions is active, a critical hit with one of them applies its critical specialization effect.","features.bard.perception-mastery.name":"Perception Mastery","features.bard.perception-mastery.description":"Your proficiency rank for Perception increases to master.","features.bard.light-armor-expertise.name":"Light Armor Expertise","features.bard.light-armor-expertise.description":"Your proficiency ranks for light armor and unarmored defense increase to expert.","features.bard.weapon-specialization.name":"Weapon Specialization","features.bard.weapon-specialization.description":"You deal 2 more damage with weapons and unarmed attacks in which you are an expert, 3 if a master, 4 if legendary.","features.bard.master-spellcaster.name":"Master Spellcaster","features.bard.master-spellcaster.description":"Your proficiency ranks for spell attack modifier and spell DC increase to master.","features.bard.greater-performers-heart.name":"Greater Performer's Heart","features.bard.greater-performers-heart.description":"Your proficiency rank for Will saves increases to legendary. A critical failure on a Will save is a failure instead, and when you fail a Will save against a damaging effect you take half damage.","features.bard.legendary-spellcaster.name":"Legendary Spellcaster","features.bard.legendary-spellcaster.description":"Your proficiency ranks for spell attack modifier and spell DC increase to legendary.","features.bard.magnum-opus.name":"Magnum Opus","features.bard.magnum-opus.description":"Two common 10th-rank occult spells join your repertoire, and you gain a single 10th-rank spell slot to cast them. Abilities that give more slots or cast without spending one can't use it. Perfect Encore gives a second slot.","features.bard.magnum-opus.choices.spell.prompt":"A second 10th-rank occult spell","spells.counter-performance.name":"Counter Performance","spells.counter-performance.description":"Trigger: you or an ally within 60 feet rolls a save against an auditory or visual effect. You roll a Performance check of a fitting type (auditory against an auditory effect, visual against a visual one), and you and your allies in the area can use the better of your check and the save.","spells.hymn-of-healing.name":"Hymn of Healing","spells.hymn-of-healing.description":"Your singing mends you or an ally within 30 feet: fast healing 2 for as long as you Sustain the spell (up to 4 rounds), and 2 temporary Hit Points for 1 round when you cast it and the first time each round you Sustain it.\n\n**Heightened (+1)** The fast healing and the temporary Hit Points each increase by 2.","spells.lingering-composition.name":"Lingering Composition","spells.lingering-composition.description":"Free action. If your next action casts a composition cantrip lasting 1 round, attempt a Performance check (usually a standard DC of the highest-level target's level). **Critical Success** The composition lasts 4 rounds. **Success** It lasts 3 rounds. **Failure** It lasts 1 round, and you don't spend the Focus Point.","spells.loremasters-etude.name":"Loremaster's Etude","spells.loremasters-etude.description":"Free action. Trigger: you or an ally within 30 feet attempts a skill check to Recall Knowledge. The target rolls the check twice and uses the higher result.","spells.fortissimo-composition.name":"Fortissimo Composition","spells.fortissimo-composition.description":"Free action. If your next action casts courageous anthem, rallying anthem or song of strength, attempt a Performance check, usually against the highest Will DC among its targets. **Critical Success** The composition's status bonus is +3. **Success** It is +2. **Failure** It stays +1, and you don't spend the Focus Point.","spells.ode-to-ouroboros.name":"Ode to Ouroboros","spells.ode-to-ouroboros.description":"Reaction. Trigger: a creature within 60 feet would reach the dying value at which it dies. Its dying value stays 1 below that value instead. It doesn't stop deaths that don't raise the dying value, such as death effects.","spells.symphony-of-the-unfettered-heart.name":"Symphony of the Unfettered Heart","spells.symphony-of-the-unfettered-heart.description":"You or an ally within 30 feet: attempt a Performance check to counteract an effect making the target grabbed, immobilized, paralyzed, restrained, slowed or stunned (the counteract DC comes from its source, such as the Escape DC for grabbed). If you fail, you can't try against that effect on that target again for 1 day.\n\n**Heightened (9th)** Up to four targets.","spells.soothing-ballad.name":"Soothing Ballad","spells.soothing-ballad.description":"You and up to 9 allies within 30 feet. Choose one: the spell attempts to counteract fear effects on the targets, or effects paralyzing them, or it restores 7d8 Hit Points to each.\n\n**Heightened (+1)** The healing increases by 1d8.","spells.fatal-aria.name":"Fatal Aria","spells.fatal-aria.description":"A creature within 30 feet hears music so perfect it may die of joy or sorrow; it is then immune for 1 minute. Of 16th level or lower, it dies. Of 17th level, it dies if it has 50 Hit Points or fewer, and otherwise drops to 0 Hit Points and is dying 1. Of 18th level or higher, it takes 50 damage, and dies if that brings it to 0 Hit Points.","spells.pied-piping.name":"Pied Piping","spells.pied-piping.description":"Each creature in a 5-foot emanation, when you cast the spell or the first time it enters the area, attempts a Will save, then is immune for 1 day. Once per turn you can Sustain the spell to widen the emanation by 5 feet. **Critical Success** Unaffected. **Success** Fascinated with you. **Failure** Fascinated, and it spends all its actions moving toward you and praising your performance; a hostile action against it ends this. **Critical Failure** It gains the minion trait and you control it, until a hostile action is used against it or you direct it to harm itself.","feats.bard.bardic-lore.name":"Bardic Lore","feats.bard.bardic-lore.description":"Your studies touch every subject. You are trained in Bardic Lore, a Lore you can use only to Recall Knowledge, on any topic. When you're legendary in Occultism you're an expert in it; nothing else raises it.","feats.bard.bardic-lore.prerequisites.enigma":"Enigma muse","feats.bard.hymn-of-healing.name":"Hymn of Healing","feats.bard.hymn-of-healing.description":"You learn the hymn of healing composition spell, which mends an ally over a few rounds.","feats.bard.lingering-composition.name":"Lingering Composition","feats.bard.lingering-composition.description":"You learn the lingering composition focus spell, which makes a composition cantrip last longer.","feats.bard.lingering-composition.prerequisites.maestro":"Maestro muse","feats.bard.martial-performance.name":"Martial Performance","feats.bard.martial-performance.description":"When your courageous anthem is active and you damage an enemy with a Strike, the anthem lasts 1 round longer, once per casting. It works the same for rallying anthem and song of strength if you know them.","feats.bard.martial-performance.prerequisites.warrior":"Warrior muse","feats.bard.versatile-performance.name":"Versatile Performance","feats.bard.versatile-performance.description":"You can use Performance instead of Diplomacy to Make an Impression, instead of Intimidation to Demoralize, and an acting Performance instead of Deception to Impersonate. Your Performance rank also meets skill feats' rank prerequisites in Deception, Diplomacy and Intimidation.","feats.bard.versatile-performance.prerequisites.polymath":"Polymath muse","feats.bard.well-versed.name":"Well-Versed","feats.bard.well-versed.description":"You gain a +1 circumstance bonus to saves against effects with the auditory, illusion, linguistic, sonic or visual traits.","feats.bard.directed-audience.name":"Directed Audience","feats.bard.directed-audience.description":"When you cast a composition with an emanation area, you can make it a cone 10 feet longer instead, at most twice the original area (a 5-foot emanation becomes at most a 10-foot cone).","feats.bard.emotional-push.name":"Emotional Push","feats.bard.emotional-push.description":"Reaction. Trigger: an enemy you are aware of fails its save against an emotion spell. It is off-guard against your next attack before the end of your next turn.","feats.bard.esoteric-polymath.name":"Esoteric Polymath","feats.bard.esoteric-polymath.description":"You keep a book of occult spells, starting with your repertoire's, and can Learn Spells into it with Occultism. During daily preparations, choose a spell from the book: if it's in your repertoire it is also a signature spell today; if not, treat it as in your repertoire until your next preparations.","feats.bard.esoteric-polymath.prerequisites.polymath":"Polymath muse","feats.bard.loremasters-etude.name":"Loremaster's Etude","feats.bard.loremasters-etude.description":"You learn the loremaster's etude composition spell, letting an ally or you roll Recall Knowledge twice.","feats.bard.loremasters-etude.prerequisites.enigma":"Enigma muse","feats.bard.multifarious-muse.name":"Multifarious Muse","feats.bard.multifarious-muse.description":"Your muse defies a single label. Choose a muse other than your own: you gain the 1st-level feat that muse gives, and your muse counts as that muse for feats' prerequisites (not its other benefits). You can take this feat again for another muse.","feats.bard.multifarious-muse.choices.muse.prompt":"Another muse","feats.bard.multifarious-muse.choices.muse.options.enigma.prerequisites.other":"Not already your muse","feats.bard.multifarious-muse.choices.muse.options.enigma.name":"Enigma (Bardic Lore)","feats.bard.multifarious-muse.choices.muse.options.maestro.prerequisites.other":"Not already your muse","feats.bard.multifarious-muse.choices.muse.options.maestro.name":"Maestro (Lingering Composition)","feats.bard.multifarious-muse.choices.muse.options.polymath.prerequisites.other":"Not already your muse","feats.bard.multifarious-muse.choices.muse.options.polymath.name":"Polymath (Versatile Performance)","feats.bard.multifarious-muse.choices.muse.options.warrior.prerequisites.other":"Not already your muse","feats.bard.multifarious-muse.choices.muse.options.warrior.name":"Warrior (Martial Performance)","feats.bard.song-of-strength.name":"Song of Strength","feats.bard.song-of-strength.description":"You learn the song of strength composition cantrip, which helps your allies at physical tasks.","feats.bard.song-of-strength.prerequisites.warrior":"Warrior muse","feats.bard.uplifting-overture.name":"Uplifting Overture","feats.bard.uplifting-overture.description":"You learn the uplifting overture composition cantrip, which aids your allies' skill checks.","feats.bard.uplifting-overture.prerequisites.maestro":"Maestro muse","feats.bard.combat-reading.name":"Combat Reading","feats.bard.combat-reading.description":"One action. The GM rolls a secret Occultism check against the higher of the Deception or Stealth DC of an enemy in combat you can perceive; it's then immune for a day. **Critical Success** You learn two of: its highest weakness, its lowest save, one immunity, its highest resistance. **Success** One of them. **Critical Failure** False information.","feats.bard.courageous-advance.name":"Courageous Advance","feats.bard.courageous-advance.description":"One action, spellshape. If your next action casts courageous anthem, one ally who gains its bonus can use its reaction to Stride.","feats.bard.courageous-advance.prerequisites.warrior":"Warrior muse","feats.bard.in-tune.name":"In Tune","feats.bard.in-tune.description":"One action, spellshape. If your next action casts a composition with an emanation area, the area spreads from a willing ally within 60 feet instead of you (with Directed Audience, so can the cone).","feats.bard.in-tune.prerequisites.maestro":"Maestro muse","feats.bard.melodious-spell.name":"Melodious Spell","feats.bard.melodious-spell.description":"One action, spellshape. If your next action is to Cast a Spell, it gains the subtle trait, hiding its casting and manifestations but not its effects. As part of this you can Create a Diversion, Demoralize, Perform or Request; if you do, the spell must have the auditory, emotion, sonic or visual trait to become subtle.","feats.bard.rallying-anthem.name":"Rallying Anthem","feats.bard.rallying-anthem.description":"You learn the rallying anthem composition cantrip, which protects you and your allies.","feats.bard.ritual-researcher.name":"Ritual Researcher","feats.bard.ritual-researcher.description":"You gain a +2 circumstance bonus to the primary and secondary checks you attempt to cast a ritual.","feats.bard.ritual-researcher.prerequisites.enigma":"Enigma muse","feats.bard.ritual-researcher.prerequisites.occultism":"Expert in Occultism","feats.bard.triple-time.name":"Triple Time","feats.bard.triple-time.description":"You learn the triple time composition cantrip, which speeds you and your allies for a round.","feats.bard.versatile-signature.name":"Versatile Signature","feats.bard.versatile-signature.description":"During your daily preparations you can change one of your signature spells to another spell of that rank from your repertoire.","feats.bard.versatile-signature.prerequisites.polymath":"Polymath muse","feats.bard.assured-knowledge.name":"Assured Knowledge","feats.bard.assured-knowledge.description":"When you Recall Knowledge with any skill (Bardic Lore too), you can take 10 + your proficiency bonus instead of rolling, with no other bonuses or penalties. As long as you're an expert in a skill, you meet Automatic Knowledge's prerequisites for it without Assurance.","feats.bard.assured-knowledge.prerequisites.enigma":"Enigma muse","feats.bard.defensive-coordination.name":"Defensive Coordination","feats.bard.defensive-coordination.description":"One action, spellshape. If your next action casts rallying anthem, you can Raise a Shield, and one ally who gains its bonus can use its reaction to Raise a Shield.","feats.bard.defensive-coordination.prerequisites.warrior":"Warrior muse","feats.bard.defensive-coordination.prerequisites.rallying-anthem":"Rallying Anthem","feats.bard.dirge-of-doom.name":"Dirge of Doom","feats.bard.dirge-of-doom.description":"You learn the dirge of doom composition cantrip, which frightens your enemies and keeps their fear from fading below 1.","feats.bard.educate-allies.name":"Educate Allies","feats.bard.educate-allies.description":"Reaction. Trigger: an ally benefiting from your composition is subject to an auditory, illusion, linguistic, sonic or visual effect. Allies affected by the composition gain Well-Versed's +1 circumstance bonus until the start of your next turn, and yours rises to +2 for that time.","feats.bard.educate-allies.prerequisites.well-versed":"Well-Versed","feats.bard.harmonize.name":"Harmonize","feats.bard.harmonize.description":"One action, spellshape. If your next action casts a composition, it is harmonized: it doesn't end when you cast another composition, and you can cast another in the same turn. A new harmonized composition ends the last one.","feats.bard.harmonize.prerequisites.maestro":"Maestro muse","feats.bard.song-of-marching.name":"Song of Marching","feats.bard.song-of-marching.description":"You learn the song of marching composition cantrip, which lets you and your allies travel far without strain.","feats.bard.accompany.name":"Accompany","feats.bard.accompany.description":"Reaction. Trigger: an ally within 30 feet Casts a Spell. Attempt a Performance check against a very high DC for the ally's level and spend a Focus Point (for a focus spell) or a spell slot at least 1 rank higher. On a success, the ally doesn't spend its Focus Point or slot.","feats.bard.call-and-response.name":"Call and Response","feats.bard.call-and-response.description":"One action, spellshape. If your next action casts a 1-round composition cantrip, it becomes a call: one affected ally can respond with a single action (auditory, concentrate) to extend it by 1 round.","feats.bard.eclectic-skill.name":"Eclectic Skill","feats.bard.eclectic-skill.description":"Your proficiency bonus to untrained skill checks equals your level, and you can attempt checks that need training while untrained. If you're legendary in Occultism, you can attempt checks that need expert proficiency while untrained or trained.","feats.bard.eclectic-skill.prerequisites.polymath":"Polymath muse","feats.bard.eclectic-skill.prerequisites.occultism":"Master in Occultism","feats.bard.fortissimo-composition.name":"Fortissimo Composition","feats.bard.fortissimo-composition.description":"You learn the fortissimo composition focus spell, which raises the bonus of your anthems and song of strength.","feats.bard.fortissimo-composition.prerequisites.maestro":"Maestro muse","feats.bard.know-it-all.name":"Know-It-All","feats.bard.know-it-all.description":"When you succeed at Recall Knowledge you learn more information or context; on a critical success, more information or a follow-up question (the GM chooses).","feats.bard.know-it-all.prerequisites.enigma":"Enigma muse","feats.bard.reflexive-courage.name":"Reflexive Courage","feats.bard.reflexive-courage.description":"Reaction. Requirement: you're affected by courageous anthem. Trigger: a creature in your reach uses an auditory effect, a manipulate action or a move action, makes a ranged attack, or leaves a square while moving. Make a melee Strike against it; a critical hit disrupts a manipulate action.","feats.bard.reflexive-courage.prerequisites.warrior":"Warrior muse","feats.bard.reflexive-courage.actions.reflexive-courage.name":"Reflexive Courage","feats.bard.reflexive-courage.actions.reflexive-courage.steps.weapon.prompt":"Choose a melee weapon","feats.bard.reflexive-courage.actions.reflexive-courage.participants.target.name":"The triggering creature","feats.bard.annotate-composition.name":"Annotate Composition","feats.bard.annotate-composition.description":"Exploration. Spend 10 minutes and 1 Focus Point to write a one-action composition onto a special scroll that anyone who reads its language can activate (one action, concentrate) as if casting it. A Performance check it needs is rolled secretly when you write it. It goes inert at your next daily preparations, or when you render it inert; you can't regain its Focus Points until then.","feats.bard.courageous-assault.name":"Courageous Assault","feats.bard.courageous-assault.description":"One action, spellshape. If your next action casts courageous anthem, one ally who gains its bonus can use its reaction to make a melee Strike.","feats.bard.courageous-assault.prerequisites.warrior":"Warrior muse","feats.bard.house-of-imaginary-walls.name":"House of Imaginary Walls","feats.bard.house-of-imaginary-walls.description":"You learn the house of imaginary walls composition cantrip, an imaginary barrier others believe is real.","feats.bard.ode-to-ouroboros.name":"Ode to Ouroboros","feats.bard.ode-to-ouroboros.description":"You learn the ode to ouroboros composition spell, which holds an ally back from death.","feats.bard.symphony-of-the-unfettered-heart.name":"Symphony of the Unfettered Heart","feats.bard.symphony-of-the-unfettered-heart.description":"You learn the symphony of the unfettered heart composition spell, which frees an ally from incapacitating conditions.","feats.bard.unusual-composition.name":"Unusual Composition","feats.bard.unusual-composition.description":"One action, spellshape. If your next action casts an auditory or visual composition, creatures can perceive it with any sense (even special senses like tremorsense), and you can leave out any senses you choose.","feats.bard.unusual-composition.prerequisites.polymath":"Polymath muse","feats.bard.eclectic-polymath.name":"Eclectic Polymath","feats.bard.eclectic-polymath.description":"When you prepare again after adding a spell with Esoteric Polymath, you can keep that spell in your repertoire and lose another of the same rank instead.","feats.bard.eclectic-polymath.prerequisites.esoteric-polymath":"Esoteric Polymath","feats.bard.enigmas-knowledge.name":"Enigma's Knowledge","feats.bard.enigmas-knowledge.description":"You gain the benefits of Automatic Knowledge with every skill you can use to Recall Knowledge, still only once per round.","feats.bard.enigmas-knowledge.prerequisites.assured-knowledge":"Assured Knowledge","feats.bard.inspirational-focus.name":"Inspirational Focus","feats.bard.inspirational-focus.description":"Whenever you Refocus, you refill your focus pool completely.","feats.bard.reverberate.name":"Reverberate","feats.bard.reverberate.description":"Reaction. Trigger: a creature or hazard would deal sonic damage to you. Attempt Performance against the creature's Will DC (its spell DC for a spell, if lower) or a hazard's Fortitude DC. **Critical Success** Reduce the damage by up to four times your level, and the source takes that much sonic damage. **Success** As critical success, up to twice your level. **Critical Failure** You take double the damage.","feats.bard.shared-assault.name":"Shared Assault","feats.bard.shared-assault.description":"When the ally of your Courageous Assault critically succeeds at its Strike, another ally affected by your courageous anthem can use its reaction to make a melee Strike (once).","feats.bard.shared-assault.prerequisites.courageous-assault":"Courageous Assault","feats.bard.allegro.name":"Allegro","feats.bard.allegro.description":"You learn the allegro composition cantrip, which quickens an ally with a fast performance.","feats.bard.earworm.name":"Earworm","feats.bard.earworm.description":"Exploration. Over 10 minutes you implant a composition cantrip in every ally who perceives your performance. Later, a Performance check against the highest Will DC among them (a free action) casts it on all of them on a success; on a failure the earworm is lost. It can't be modified by lingering or fortissimo composition, and it fades once used, when you implant another or at your next daily preparations.","feats.bard.soothing-ballad.name":"Soothing Ballad","feats.bard.soothing-ballad.description":"You learn the soothing ballad composition spell, which counters fear or paralysis or heals your allies.","feats.bard.triumphant-inspiration.name":"Triumphant Inspiration","feats.bard.triumphant-inspiration.description":"Free action. Trigger: you critically hit a foe with a melee weapon or melee unarmed Strike. You cast a one-action composition cantrip you know.","feats.bard.triumphant-inspiration.prerequisites.warrior":"Warrior muse","feats.bard.true-hypercognition.name":"True Hypercognition","feats.bard.true-hypercognition.description":"One action. You use up to five Recall Knowledge actions at once; abilities triggered by Recall Knowledge don't apply to them.","feats.bard.true-hypercognition.prerequisites.enigma":"Enigma muse","feats.bard.vigorous-anthem.name":"Vigorous Anthem","feats.bard.vigorous-anthem.description":"One action, spellshape. If your next action casts courageous anthem, you and each affected ally gain temporary Hit Points equal to 3 + your Charisma modifier for 1 minute.","feats.bard.vigorous-anthem.actions.vigorous-anthem.name":"Vigorous Anthem (your temporary Hit Points)","feats.bard.vigorous-anthem.actions.vigorous-anthem.results.vigorous.name":"Temporary Hit Points gained","feats.bard.courageous-onslaught.name":"Courageous Onslaught","feats.bard.courageous-onslaught.description":"One action, spellshape. If your next action casts courageous anthem, one ally who gains its bonus can use its reaction to Stride and then make a melee Strike.","feats.bard.courageous-onslaught.prerequisites.courageous-advance":"Courageous Advance","feats.bard.courageous-onslaught.prerequisites.courageous-assault":"Courageous Assault","feats.bard.resounding-finale.name":"Resounding Finale","feats.bard.resounding-finale.description":"Reaction. Trigger: you or an ally benefiting from your composition would take sonic damage. The composition ends, and each ally who benefited gains sonic resistance against that damage equal to twice the composition's rank.","feats.bard.resounding-finale.prerequisites.maestro":"Maestro muse","feats.bard.studious-capacity.name":"Studious Capacity","feats.bard.studious-capacity.description":"Once a day you can cast a spell after running out of slots of its rank, but not one of your highest rank.","feats.bard.studious-capacity.prerequisites.enigma":"Enigma muse","feats.bard.studious-capacity.prerequisites.occultism":"Legendary in Occultism","feats.bard.all-in-my-head.name":"All in My Head","feats.bard.all-in-my-head.description":"Reaction. Trigger: you would take damage from a Strike or a spell without the death trait or another instant-death effect. You convince yourself it's imaginary: the damage becomes mental damage and the effect gains the nonlethal trait. You can't if you're immune to mental effects or damage.","feats.bard.deep-lore.name":"Deep Lore","feats.bard.deep-lore.description":"Your repertoire holds one more spell of each rank you can cast.","feats.bard.deep-lore.prerequisites.enigma":"Enigma muse","feats.bard.deep-lore.prerequisites.occultism":"Legendary in Occultism","feats.bard.deep-lore.choices.spell.prompt":"Deep Lore spell (rank {slot})","feats.bard.discordant-voice.name":"Discordant Voice","feats.bard.discordant-voice.description":"While your allies are affected by your courageous anthem, their weapon and unarmed Strikes deal 1d6 more sonic damage.","feats.bard.eternal-composition.name":"Eternal Composition","feats.bard.eternal-composition.description":"You're permanently quickened; you can use the extra action only to cast a one-action composition cantrip. In exploration you can perform such a cantrip during any exploration activity, and it's active before your first turn of an encounter.","feats.bard.eternal-composition.prerequisites.maestro":"Maestro muse","feats.bard.impossible-polymath.name":"Impossible Polymath","feats.bard.impossible-polymath.description":"While trained in Arcana you can add arcane spells to your Esoteric Polymath book, primal spells with Nature, and divine spells with Religion; each day one can join your repertoire as an occult spell, but none can be kept with Eclectic Polymath.","feats.bard.impossible-polymath.prerequisites.trained":"Trained in Arcana, Nature or Religion","feats.bard.impossible-polymath.prerequisites.esoteric-polymath":"Esoteric Polymath","feats.bard.fatal-aria.name":"Fatal Aria","feats.bard.fatal-aria.description":"You learn the fatal aria composition spell, a performance that can strike a creature dead.","feats.bard.perfect-encore.name":"Perfect Encore","feats.bard.perfect-encore.description":"You gain one more 10th-rank spell slot.","feats.bard.perfect-encore.prerequisites.magnum-opus":"Magnum opus","feats.bard.pied-piping.name":"Pied Piping","feats.bard.pied-piping.description":"You learn the pied piping composition spell, which compels weak-minded creatures to follow you.","feats.bard.symphony-of-the-muse.name":"Symphony of the Muse","feats.bard.symphony-of-the-muse.description":"You're no longer limited to one composition a turn or one at a time: each new composition leaves the others running for their durations.","feats.bard.symphony-of-the-muse.prerequisites.harmonize":"Harmonize","feats.bard.ultimate-polymath.name":"Ultimate Polymath","feats.bard.ultimate-polymath.description":"Every spell in your repertoire is a signature spell.","feats.bard.ultimate-polymath.prerequisites.polymath":"Polymath muse","spells.fortissimo-composition.actions.perform.name":"Fortissimo (Performance)","spells.fortissimo-composition.actions.perform.description":"The Performance check that raises your next anthem's status bonus.","spells.fortissimo-composition.actions.perform.params.dc.name":"Highest Will DC among the targets","weapons.forms.animal-form.ape-fist.name":"Fist (ape)","forms.animal-form.ape.name":"Animal form: ape","forms.animal-form.ape.description":"The battle form's Speeds and attacks.","weapons.forms.animal-form.bear-jaws.name":"Jaws (bear)","weapons.forms.animal-form.bear-claw.name":"Claw (bear)","forms.animal-form.bear.name":"Animal form: bear","forms.animal-form.bear.description":"The battle form's Speeds and attacks.","weapons.forms.animal-form.bull-horn.name":"Horn (bull)","forms.animal-form.bull.name":"Animal form: bull","forms.animal-form.bull.description":"The battle form's Speeds and attacks.","weapons.forms.animal-form.canine-jaws.name":"Jaws (canine)","forms.animal-form.canine.name":"Animal form: canine","forms.animal-form.canine.description":"The battle form's Speeds and attacks.","weapons.forms.animal-form.cat-jaws.name":"Jaws (cat)","weapons.forms.animal-form.cat-claw.name":"Claw (cat)","forms.animal-form.cat.name":"Animal form: cat","forms.animal-form.cat.description":"The battle form's Speeds and attacks.","weapons.forms.animal-form.deer-antler.name":"Antler (deer)","forms.animal-form.deer.name":"Animal form: deer","forms.animal-form.deer.description":"The battle form's Speeds and attacks.","weapons.forms.animal-form.frog-jaws.name":"Jaws (frog)","weapons.forms.animal-form.frog-tongue.name":"Tongue (frog)","forms.animal-form.frog.name":"Animal form: frog","forms.animal-form.frog.description":"The battle form's Speeds and attacks.","weapons.forms.animal-form.shark-jaws.name":"Jaws (shark)","forms.animal-form.shark.name":"Animal form: shark","forms.animal-form.shark.description":"The battle form's Speeds and attacks.","weapons.forms.animal-form.snake-fangs.name":"Fangs (snake)","forms.animal-form.snake.name":"Animal form: snake","forms.animal-form.snake.description":"The battle form's Speeds and attacks.","weapons.forms.insect-form.ant-mandibles.name":"Mandibles (ant)","forms.insect-form.ant.name":"Insect form: ant","forms.insect-form.ant.description":"The battle form's Speeds and attacks.","weapons.forms.insect-form.beetle-mandibles.name":"Mandibles (beetle)","forms.insect-form.beetle.name":"Insect form: beetle","forms.insect-form.beetle.description":"The battle form's Speeds and attacks.","weapons.forms.insect-form.centipede-mandibles.name":"Mandibles (centipede)","forms.insect-form.centipede.name":"Insect form: centipede","forms.insect-form.centipede.description":"The battle form's Speeds and attacks.","weapons.forms.insect-form.mantis-foreleg.name":"Foreleg (mantis)","forms.insect-form.mantis.name":"Insect form: mantis","forms.insect-form.mantis.description":"The battle form's Speeds and attacks.","weapons.forms.insect-form.scorpion-stinger.name":"Stinger (scorpion)","weapons.forms.insect-form.scorpion-pincer.name":"Pincer (scorpion)","forms.insect-form.scorpion.name":"Insect form: scorpion","forms.insect-form.scorpion.description":"The battle form's Speeds and attacks.","weapons.forms.insect-form.spider-fangs.name":"Fangs (spider)","forms.insect-form.spider.name":"Insect form: spider","forms.insect-form.spider.description":"The battle form's Speeds and attacks.","weapons.forms.aerial-form.bat-fangs.name":"Fangs (bat)","weapons.forms.aerial-form.bat-wing.name":"Wing (bat)","forms.aerial-form.bat.name":"Aerial form: bat","forms.aerial-form.bat.description":"The battle form's Speeds and attacks.","weapons.forms.aerial-form.bird-beak.name":"Beak (bird)","weapons.forms.aerial-form.bird-talon.name":"Talon (bird)","forms.aerial-form.bird.name":"Aerial form: bird","forms.aerial-form.bird.description":"The battle form's Speeds and attacks.","weapons.forms.aerial-form.pterosaur-beak.name":"Beak (pterosaur)","forms.aerial-form.pterosaur.name":"Aerial form: pterosaur","forms.aerial-form.pterosaur.description":"The battle form's Speeds and attacks.","weapons.forms.aerial-form.wasp-stinger.name":"Stinger (wasp)","forms.aerial-form.wasp.name":"Aerial form: wasp","forms.aerial-form.wasp.description":"The battle form's Speeds and attacks.","weapons.forms.dinosaur-form.ankylosaurus-tail.name":"Tail (ankylosaurus)","weapons.forms.dinosaur-form.ankylosaurus-foot.name":"Foot (ankylosaurus)","forms.dinosaur-form.ankylosaurus.name":"Dinosaur form: ankylosaurus","forms.dinosaur-form.ankylosaurus.description":"The battle form's Speeds and attacks.","weapons.forms.dinosaur-form.brontosaurus-tail.name":"Tail (brontosaurus)","weapons.forms.dinosaur-form.brontosaurus-foot.name":"Foot (brontosaurus)","forms.dinosaur-form.brontosaurus.name":"Dinosaur form: brontosaurus","forms.dinosaur-form.brontosaurus.description":"The battle form's Speeds and attacks.","weapons.forms.dinosaur-form.deinonychus-talon.name":"Talon (deinonychus)","weapons.forms.dinosaur-form.deinonychus-jaws.name":"Jaws (deinonychus)","forms.dinosaur-form.deinonychus.name":"Dinosaur form: deinonychus","forms.dinosaur-form.deinonychus.description":"The battle form's Speeds and attacks.","weapons.forms.dinosaur-form.stegosaurus-tail.name":"Tail (stegosaurus)","forms.dinosaur-form.stegosaurus.name":"Dinosaur form: stegosaurus","forms.dinosaur-form.stegosaurus.description":"The battle form's Speeds and attacks.","weapons.forms.dinosaur-form.triceratops-horn.name":"Horn (triceratops)","weapons.forms.dinosaur-form.triceratops-foot.name":"Foot (triceratops)","forms.dinosaur-form.triceratops.name":"Dinosaur form: triceratops","forms.dinosaur-form.triceratops.description":"The battle form's Speeds and attacks.","weapons.forms.dinosaur-form.tyrannosaurus-jaws.name":"Jaws (tyrannosaurus)","weapons.forms.dinosaur-form.tyrannosaurus-tail.name":"Tail (tyrannosaurus)","forms.dinosaur-form.tyrannosaurus.name":"Dinosaur form: tyrannosaurus","forms.dinosaur-form.tyrannosaurus.description":"The battle form's Speeds and attacks.","weapons.forms.elemental-form.air-gust.name":"Gust (air)","forms.elemental-form.air.name":"Elemental form: air","forms.elemental-form.air.description":"The battle form's Speeds and attacks.","weapons.forms.elemental-form.earth-boulder.name":"Boulder (earth)","forms.elemental-form.earth.name":"Elemental form: earth","forms.elemental-form.earth.description":"The battle form's Speeds and attacks.","weapons.forms.elemental-form.fire-tendril.name":"Tendril (fire)","forms.elemental-form.fire.name":"Elemental form: fire","forms.elemental-form.fire.description":"The battle form's Speeds and attacks.","weapons.forms.elemental-form.metal-blade.name":"Blade (metal)","forms.elemental-form.metal.name":"Elemental form: metal","forms.elemental-form.metal.description":"The battle form's Speeds and attacks.","weapons.forms.elemental-form.water-wave.name":"Wave (water)","forms.elemental-form.water.name":"Elemental form: water","forms.elemental-form.water.description":"The battle form's Speeds and attacks.","weapons.forms.elemental-form.wood-branch.name":"Branch (wood)","forms.elemental-form.wood.name":"Elemental form: wood","forms.elemental-form.wood.description":"The battle form's Speeds and attacks.","weapons.forms.plant-form.arboreal-branch.name":"Branch (arboreal)","weapons.forms.plant-form.arboreal-foot.name":"Foot (arboreal)","forms.plant-form.arboreal.name":"Plant form: arboreal","forms.plant-form.arboreal.description":"The battle form's Speeds and attacks.","weapons.forms.plant-form.flytrap-leaf.name":"Leaf (flytrap)","forms.plant-form.flytrap.name":"Plant form: flytrap","forms.plant-form.flytrap.description":"The battle form's Speeds and attacks.","weapons.forms.dragon-form.dragon-jaws.name":"Jaws (dragon)","weapons.forms.dragon-form.dragon-claw.name":"Claw (dragon)","weapons.forms.dragon-form.dragon-tail.name":"Tail (dragon)","forms.dragon-form.dragon.name":"Dragon form: dragon","forms.dragon-form.dragon.description":"The battle form's Speeds and attacks.","weapons.forms.monstrosity-form.phoenix-beak.name":"Beak (phoenix)","weapons.forms.monstrosity-form.phoenix-talon.name":"Talon (phoenix)","forms.monstrosity-form.phoenix.name":"Monstrosity form: phoenix","forms.monstrosity-form.phoenix.description":"The battle form's Speeds and attacks.","weapons.forms.monstrosity-form.cave-worm-jaws.name":"Jaws (cave worm)","weapons.forms.monstrosity-form.cave-worm-stinger.name":"Stinger (cave worm)","weapons.forms.monstrosity-form.cave-worm-body.name":"Body (cave worm)","forms.monstrosity-form.cave-worm.name":"Monstrosity form: cave worm","forms.monstrosity-form.cave-worm.description":"The battle form's Speeds and attacks.","weapons.forms.monstrosity-form.sea-serpent-jaws.name":"Jaws (sea serpent)","weapons.forms.monstrosity-form.sea-serpent-tail.name":"Tail (sea serpent)","forms.monstrosity-form.sea-serpent.name":"Monstrosity form: sea serpent","forms.monstrosity-form.sea-serpent.description":"The battle form's Speeds and attacks.","weapons.forms.nature-incarnate.green-man-vines.name":"Vines (green man)","weapons.forms.nature-incarnate.green-man-thorns.name":"Thorns (green man)","forms.nature-incarnate.green-man.name":"Nature incarnate: green man","forms.nature-incarnate.green-man.description":"The battle form's Speeds and attacks.","weapons.forms.nature-incarnate.kaiju-jaws.name":"Jaws (kaiju)","weapons.forms.nature-incarnate.kaiju-claws.name":"Claws (kaiju)","weapons.forms.nature-incarnate.kaiju-foot.name":"Foot (kaiju)","forms.nature-incarnate.kaiju.name":"Nature incarnate: kaiju","forms.nature-incarnate.kaiju.description":"The battle form's Speeds and attacks.","types.weapon.fields.formAttack.name":"A battle form's attack","types.weapon.fields.formDamage.name":"Damage besides the form's bonus","tags.battle-form.name":"Battle form","tags.part.form.name":"Battle form's attack modifier","actions.cast-spell.params.form.name":"Battle form","actions.cast-spell.params.form.description":"The form a battle form spell takes (ape, bear, bat, …).","types.weapon.fields.damageType.values.fire.name":"fire","actions.modular.name":"Switch damage type (modular)","actions.modular.description":"An Interact action to switch a modular weapon's damage type.","actions.modular.options.bludgeoning.name":"Bludgeoning","actions.modular.options.piercing.name":"Piercing","actions.modular.options.slashing.name":"Slashing","actions.modular.results.switched.name":"Switched","actions.modular.steps.type.prompt":"Which damage type?","types.weapon.state.modular.name":"Modular damage type","types.weapon.state.modular.values.none.name":"Its own","types.weapon.state.modular.values.bludgeoning.name":"Bludgeoning","types.weapon.state.modular.values.piercing.name":"Piercing","types.weapon.state.modular.values.slashing.name":"Slashing","fields.conditions.drainedOffset.name":"Drained counted lower by","types.spell.fields.heightenAt.name":"Conditions change from rank","types.spell.fields.heightenedSuccess.name":"Heightened success conditions","types.spell.fields.heightenedSuccessValue.name":"Heightened success value","types.spell.fields.heightenedFailure.name":"Heightened failure conditions","types.spell.fields.heightenedFailureValue.name":"Heightened failure value","types.spell.fields.heightenedCriticalFailure.name":"Heightened critical failure conditions","types.spell.fields.heightenedCriticalFailureValue.name":"Heightened critical failure value","types.spell.fields.saveDamage.values.none-on-success.name":"None on a success","types.spell.fields.saveDamage.values.full-on-success.name":"Full on a success","types.spell.fields.saveDamage.values.half-then-full.name":"Full on a critical failure","types.spell.fields.damageType.values.untyped.name":"untyped","types.spell.fields.actionScaling.values.die-per-action.name":"A die per action","tags.damage.untyped.name":"Untyped damage","fields.immunities.damage.name":"Immune to damage","fields.champion.sanctification.name":"Sanctification","fields.champion.cause.name":"Cause","fields.champion.reactionDamage.name":"Champion's reaction: extra spirit damage to its enemy","tags.blessing.name":"Blessing of the devoted","tags.strike.blessed-counterstrike.name":"Blessed Counterstrike","tags.strike.gruesome-strike.name":"Gruesome Strike","tags.blessing.armament.name":"Blessed armament","tags.blessing.shield.name":"Blessed shield","tags.blessing.swiftness.name":"Blessed swiftness","situational.smiteOpposed.name":"Smite: the target has the opposing sanctification","situational.divineGrace.name":"Divine Grace (a save against a spell)","classes.champion.resistance.name":"Champion's resistance","classes.champion.resistance.description":"Resistance to all damage against the triggering damage.","classes.champion.resistance.state.amount.name":"Resistance","classes.champion.name":"Champion","classes.champion.description":"A divine warrior sworn to a deity and a cause. Key attribute: Strength or Dexterity. 10 Hit Points plus Constitution per level. Trained in Perception and Reflex, expert in Fortitude and Will; trained in simple and martial weapons and unarmed attacks; trained in all armor and unarmored defense; trained in the champion class DC, spell attack modifier and spell DC. Trained in Religion, your deity's skill and 2 more skills plus Intelligence. You gain your deity's favored weapon, a 15-foot champion's aura, a cause with its champion's reaction, a devotion spell (divine, Charisma) with 1 Focus Point, and Shield Block.","classes.champion.choices.key-attribute.prompt":"Key attribute","classes.champion.choices.divine-font.prompt":"Your deity's divine font","classes.champion.choices.sanctification.prompt":"Sanctification","classes.champion.choices.divine-skill.prompt":"Your deity's divine skill","classes.champion.choices.favored-weapon-category.prompt":"Your deity's favored weapon: its kind","classes.champion.choices.favored-weapon.prompt":"Your deity's favored weapon","classes.champion.choices.cause.prompt":"Cause","classes.champion.choices.devotion-spell.prompt":"Devotion spell","classes.champion.choices.skills.prompt":"Trained skills (2 plus Intelligence)","classes.champion.choices.class-feat.prompt":"Champion feat (level {slot})","classes.champion.choices.skill-feat.prompt":"Skill feat (level {slot})","classes.champion.choices.key-attribute.options.str.name":"Strength","classes.champion.choices.key-attribute.options.dex.name":"Dexterity","classes.champion.choices.divine-font.options.heal.name":"Heal (lay on hands)","classes.champion.choices.divine-font.options.harm.name":"Harm (touch of the void)","classes.champion.choices.sanctification.options.none.name":"None","classes.champion.choices.sanctification.options.holy.name":"Holy","classes.champion.choices.sanctification.options.unholy.name":"Unholy","classes.champion.choices.favored-weapon-category.options.unarmed.name":"An unarmed attack","classes.champion.choices.favored-weapon-category.options.simple.name":"A simple weapon","classes.champion.choices.favored-weapon-category.options.martial.name":"A martial weapon","classes.champion.choices.favored-weapon-category.options.advanced.name":"An advanced weapon","classes.champion.choices.devotion-spell.options.shields-of-the-spirit.name":"Shields of the spirit","classes.champion.choices.devotion-spell.options.lay-on-hands.name":"Lay on hands (heal font)","classes.champion.choices.devotion-spell.options.touch-of-the-void.name":"Touch of the void (harm font)","classes.champion.choices.devotion-spell.options.lay-on-hands.prerequisites.font":"A deity of the heal font","classes.champion.choices.devotion-spell.options.touch-of-the-void.prerequisites.font":"A deity of the harm font","classes.champion.causes.desecration.name":"Desecration","classes.champion.causes.desecration.description":"You take what pleases you and corrupt what is pure. Edicts: subvert or corrupt everything pure or holy in your path. Champion's reaction, Selfish Shield (trigger: an enemy in your aura damages you): resistance to that damage equal to 2 + half your level, and your Strikes against the enemy deal 1 extra spirit damage until the end of your next turn (2 at 9th level, 3 at 16th). Relentless (9th): with Charisma +3 or more, the resistance is Charisma + half your level. Exalted (11th): enemies in your aura take a -1 status penalty to attack rolls against you until the start of your next turn.","classes.champion.causes.desecration.actions.selfish-shield.name":"Selfish Shield","classes.champion.causes.desecration.actions.selfish-shield.results.used.name":"Used","classes.champion.causes.desecration.prerequisites.sanctification":"Unholy sanctification","classes.champion.causes.desecration.actions.selfish-shield.participants.target.name":"The enemy","classes.champion.causes.grandeur.name":"Grandeur","classes.champion.causes.grandeur.description":"You bring the splendor of the heavens to humble others. Edicts: be a shining example, enjoy and share beauty, keep yourself well groomed. Anathema: associate with fiends and unholy forces. Champion's reaction, Flash of Grandeur (trigger: an enemy damages an ally, both in your aura): the ally gains resistance 2 + your level against that damage, and the enemy is affected by revealing light until the end of your next turn. Relentless (9th): it also takes persistent spirit damage equal to your Charisma modifier, which it can't end while the light lasts. Exalted (11th): every other enemy in your aura is affected by revealing light for 1 round.","classes.champion.causes.grandeur.actions.flash-of-grandeur.name":"Flash of Grandeur","classes.champion.causes.grandeur.actions.flash-of-grandeur.results.used.name":"Used","classes.champion.causes.grandeur.prerequisites.sanctification":"Holy sanctification","classes.champion.causes.grandeur.actions.flash-of-grandeur.participants.ally.name":"The ally","classes.champion.causes.grandeur.actions.flash-of-grandeur.participants.target.name":"The enemy","classes.champion.causes.iniquity.name":"Iniquity","classes.champion.causes.iniquity.description":"You are dishonest and break the false hopes of kindness. Edicts: destroy what offends you, take advantage of others, cheat, steal. Anathema: bind yourself with a law your deity doesn't require. Champion's reaction, Destructive Vengeance (trigger: an enemy in your aura damages you): you take 1d6 more damage and deal 1d6 spirit damage to the enemy (2d6 at 5th level, 3d6 at 9th, 4d6 at 12th, 5d6 at 16th, 6d6 at 19th), and your Strikes against it deal 2 extra spirit damage until the end of your next turn (4 at 9th, 6 at 16th). Relentless (9th): an enemy damaged by it also takes persistent spirit damage equal to your Charisma modifier. Exalted (11th): each other enemy in your aura takes half the damage you deal the enemy.","classes.champion.causes.iniquity.actions.destructive-vengeance.name":"Destructive Vengeance","classes.champion.causes.iniquity.actions.destructive-vengeance.results.used.name":"Used","classes.champion.causes.iniquity.prerequisites.sanctification":"Unholy sanctification","classes.champion.causes.iniquity.actions.destructive-vengeance.participants.target.name":"The enemy","classes.champion.causes.justice.name":"Justice","classes.champion.causes.justice.description":"You seek justice in your deity's name, upholding the law. Edicts: follow the law, respect legitimate authorities. Anathema: take advantage of another, cheat. Champion's reaction, Retributive Strike (trigger: an enemy damages an ally, both in your aura): the ally gains resistance 2 + your level against that damage, and if the enemy is in reach you make a melee Strike against it. Relentless (9th): if your Strike hits, the target takes persistent spirit damage equal to your Charisma modifier. Exalted (11th): each ally in your aura with the target in reach can spend a reaction to Strike it at a -5 penalty.","classes.champion.causes.justice.actions.retributive-strike.name":"Retributive Strike","classes.champion.causes.justice.actions.retributive-strike.results.used.name":"Used","classes.champion.causes.justice.actions.retributive-strike.participants.ally.name":"The ally","classes.champion.causes.justice.actions.retributive-strike.participants.target.name":"The enemy","classes.champion.causes.justice.actions.retributive-strike.steps.weapon.prompt":"Choose a melee weapon","classes.champion.causes.liberation.name":"Liberation","classes.champion.causes.liberation.description":"You will see everyone free. Edicts: oppose slavery and tyranny, fight for others' freedom to choose, respect others' choices for their own lives. Anathema: force or threaten someone to act a certain way, engage in slavery or tyranny. Champion's reaction, Liberating Step (trigger: an enemy damages, grabs or restrains an ally, both in your aura): if it damaged the ally, the ally gains resistance 2 + your level against it; the ally can attempt a new save against, or Escape as a free action from, one effect grabbing, restraining, immobilizing or paralyzing it, and can then Step. Relentless (9th): an enemy holding the ally that way takes persistent spirit damage equal to your Charisma modifier. Exalted (11th): you and the other allies in your aura can Step as a free action.","classes.champion.causes.liberation.actions.liberating-step.name":"Liberating Step","classes.champion.causes.liberation.actions.liberating-step.results.used.name":"Used","classes.champion.causes.liberation.actions.liberating-step.participants.ally.name":"The ally","classes.champion.causes.obedience.name":"Obedience","classes.champion.causes.obedience.description":"Society is ordered for good reason, and everyone should keep their place. Edicts: enforce proper hierarchies, topple illegitimate ones, lead when best suited. Anathema: let a lesser one wield power over you. Champion's reaction, Iron Command (trigger: an enemy in your aura damages you): the enemy chooses to kneel (drop prone) or refuse and take 1d6 mental damage (2d6 at 5th level, 3d6 at 9th, 4d6 at 12th, 5d6 at 16th, 6d6 at 19th); either way your Strikes against it deal 1 extra spirit damage until the end of your next turn (2 at 9th, 3 at 16th). Relentless (9th): if it refuses, it also takes persistent spirit damage equal to your Charisma modifier. Exalted (11th): every other enemy in your aura must also kneel or take minimum mental damage.","classes.champion.causes.obedience.actions.iron-command.name":"Iron Command","classes.champion.causes.obedience.actions.iron-command.results.used.name":"Used","classes.champion.causes.obedience.actions.iron-command.participants.target.name":"The enemy","classes.champion.causes.obedience.actions.iron-command.steps.command.prompt":"Does the enemy kneel or refuse?","classes.champion.causes.obedience.actions.iron-command.options.kneel.name":"Kneel (drops prone)","classes.champion.causes.obedience.actions.iron-command.options.refuse.name":"Refuse (mental damage)","classes.champion.causes.redemption.name":"Redemption","classes.champion.causes.redemption.description":"You try to redeem those who do wicked deeds. Edicts: try to redeem the wicked, show compassion regardless of station. Anathema: kill a sapient enemy without first offering a chance at redemption. Champion's reaction, Glimpse of Redemption (trigger: an enemy damages an ally, both in your aura): the enemy repents (the ally is unharmed by the damage) or refuses (the ally gains resistance 2 + your level against it, and the enemy is then enfeebled 2 until the end of its next turn); a mindless enemy refuses. Relentless (9th): if it refuses, it also takes persistent spirit damage equal to your Charisma modifier. Exalted (11th): if it refuses, you can give the resistance, reduced by 2, to yourself and every ally in your aura.","classes.champion.causes.redemption.actions.glimpse-of-redemption.name":"Glimpse of Redemption","classes.champion.causes.redemption.actions.glimpse-of-redemption.results.used.name":"Used","classes.champion.causes.redemption.prerequisites.sanctification":"Holy sanctification","classes.champion.causes.redemption.actions.glimpse-of-redemption.participants.ally.name":"The ally","classes.champion.causes.redemption.actions.glimpse-of-redemption.participants.target.name":"The enemy","classes.champion.causes.redemption.actions.glimpse-of-redemption.steps.repent.prompt":"Does the enemy repent or refuse?","classes.champion.causes.redemption.actions.glimpse-of-redemption.options.repent.name":"Repent (the ally is unharmed)","classes.champion.causes.redemption.actions.glimpse-of-redemption.options.refuse.name":"Refuse","features.champion.deity.name":"Deity","features.champion.deity.description":"You serve a deity: its divine font sets your font devotion spell, its sanctification can make you holy or unholy (adding the trait to your Strikes and its edicts and anathema), you're trained in its divine skill, and you wield its favored weapon (deific weapon: an advanced one counts as martial, and a simple weapon or d4 unarmed attack's die is one step larger). Acts against your deity or cause can cost you your divine abilities until you atone.","features.champion.champions-aura.name":"Champion's Aura","features.champion.champions-aura.description":"A 15-foot emanation (aura, divine) surrounds you; followers of your deity in it know you as its champion. It's the range of your champion's reaction and other abilities. You can suppress or resume it as an action; it ends if you fall unconscious.","features.champion.devotion-spells.name":"Devotion Spells","features.champion.devotion-spells.description":"Your deity grants devotion spells, divine focus spells cast with Charisma: shields of the spirit, or your font's lay on hands (heal) or touch of the void (harm). Your focus pool starts at 1 Focus Point, regained by Refocusing in prayer or service.","features.champion.blessing-of-the-devoted.name":"Blessing of the Devoted","features.champion.blessing-of-the-devoted.description":"Your deity blesses you with a boon: blessed armament (a weapon or handwraps gains its critical specialization effect and one of the fearsome, ghost touch, returning, shifting or vitalizing runes, chosen daily), blessed shield (a reinforcing rune of your level on your shield: minor, lesser at 7th, moderate at 10th, greater at 13th, major at 16th, supreme at 19th) or blessed swiftness (+5-foot status bonus to Speed, your mount's if mounted, and allies in your aura get +2 status to defenses against reactions their movement triggers).","features.champion.blessing-of-the-devoted.choices.blessing.prompt":"Blessing","features.champion.blessing-of-the-devoted.choices.blessing.options.armament.name":"Blessed armament","features.champion.blessing-of-the-devoted.choices.blessing.options.shield.name":"Blessed shield","features.champion.blessing-of-the-devoted.choices.blessing.options.swiftness.name":"Blessed swiftness","features.champion.blessing-of-the-devoted.choices.blessing.options.armament.prerequisites.other":"Not your second blessing","features.champion.blessing-of-the-devoted.choices.blessing.options.shield.prerequisites.other":"Not your second blessing","features.champion.blessing-of-the-devoted.choices.blessing.options.swiftness.prerequisites.other":"Not your second blessing","features.champion.weapon-expertise.name":"Weapon Expertise","features.champion.weapon-expertise.description":"Your proficiency ranks for simple and martial weapons and unarmed attacks increase to expert.","features.champion.armor-expertise.name":"Armor Expertise","features.champion.armor-expertise.description":"Your proficiency ranks for light, medium and heavy armor and unarmored defense increase to expert, and you gain the armor specialization effects of medium and heavy armor.","features.champion.weapon-specialization.name":"Weapon Specialization","features.champion.weapon-specialization.description":"You deal 2 more damage with weapons and unarmed attacks in which you are an expert, 3 if a master, 4 if legendary.","features.champion.champion-expertise.name":"Champion Expertise","features.champion.champion-expertise.description":"Your proficiency ranks for the champion class DC and spell attack modifier and spell DC increase to expert.","features.champion.reflex-expertise.name":"Reflex Expertise","features.champion.reflex-expertise.description":"Your proficiency rank for Reflex saves increases to expert.","features.champion.relentless-reaction.name":"Relentless Reaction","features.champion.relentless-reaction.description":"Your champion's reaction gains your cause's relentless benefit.","features.champion.sacred-body.name":"Sacred Body","features.champion.sacred-body.description":"Your proficiency rank for Fortitude saves increases to master, and a success on a Fortitude save is a critical success instead.","features.champion.divine-will.name":"Divine Will","features.champion.divine-will.description":"Your proficiency rank for Will saves increases to master, and a success on a Will save is a critical success instead.","features.champion.exalted-reaction.name":"Exalted Reaction","features.champion.exalted-reaction.description":"Your champion's reaction also gains your cause's exalted benefit for nearby allies or enemies.","features.champion.perception-expertise.name":"Perception Expertise","features.champion.perception-expertise.description":"Your proficiency rank for Perception increases to expert.","features.champion.armor-mastery.name":"Armor Mastery","features.champion.armor-mastery.description":"Your proficiency ranks for light, medium and heavy armor and unarmored defense increase to master.","features.champion.weapon-mastery.name":"Weapon Mastery","features.champion.weapon-mastery.description":"Your proficiency ranks for simple and martial weapons and unarmed attacks increase to master.","features.champion.greater-weapon-specialization.name":"Greater Weapon Specialization","features.champion.greater-weapon-specialization.description":"Your weapon specialization damage increases to 4, 6 or 8.","features.champion.champion-mastery.name":"Champion Mastery","features.champion.champion-mastery.description":"Your proficiency ranks for the champion class DC and spell attack modifier and spell DC increase to master.","features.champion.legendary-armor.name":"Legendary Armor","features.champion.legendary-armor.description":"Your proficiency ranks for light, medium and heavy armor and unarmored defense increase to legendary.","features.champion.heros-defiance.name":"Hero's Defiance","features.champion.heros-defiance.description":"You gain the hero's defiance devotion spell.","spells.lay-on-hands.name":"Lay on Hands","spells.lay-on-hands.description":"Your touch carries vitality. A willing living creature regains 6 Hit Points, and if it isn't you, it gains a +2 status bonus to AC for 1 round. An undead creature takes 1d6 vitality damage (basic Fortitude save), and on a failure a -2 status penalty to AC for 1 round.\n\n**Heightened (+1)** 6 more healing and 1d6 more damage.","spells.touch-of-the-void.name":"Touch of the Void","spells.touch-of-the-void.description":"Your touch carries the void. A willing undead creature regains 6 Hit Points (if it's you, you also gain a +2 status bonus to damage rolls for 1 round). A living creature takes 1d6 void damage (basic Fortitude save), and on a failure a -2 status penalty to AC for 1 round.\n\n**Heightened (+1)** 6 more healing and 1d6 more damage.","spells.shields-of-the-spirit.name":"Shields of the Spirit","spells.shields-of-the-spirit.description":"Requirement: you wield a shield. You Raise your Shield, and spirit shields float in your champion's aura until the start of your next turn or until you lower it. Each ally in the aura gains a +1 status bonus to AC, and each enemy attacking it takes 1d4 spirit damage, hit or miss. You don't benefit yourself.\n\n**Heightened (+2)** The damage increases by 1d4.","spells.spectral-advance.name":"Spectral Advance","spells.spectral-advance.description":"One or two actions. As a spirit you Stride to a space adjacent to an enemy (twice with 2 actions; Fly if you can, or your mount moves). The movement triggers no reactions, ignores difficult terrain, and you have resistance equal to your level to all damage during it.","spells.champions-sacrifice.name":"Champion's Sacrifice","spells.champions-sacrifice.description":"Reaction. Trigger: an ally within 30 feet is hit by a Strike or fails a save against an effect that doesn't affect you. Every effect of the hit or failed save applies to you instead, ignoring your resistances, immunities and other defenses (the ally's apply first).","spells.heros-defiance.name":"Hero's Defiance","spells.heros-defiance.description":"Free action. Trigger: an attack would bring you to 0 Hit Points. Just before its damage, you regain 6d8 + 20 Hit Points; if that keeps you above 0, you don't fall unconscious or start dying. You can't cast it again until you Refocus or make daily preparations, nor against death effects or effects that leave no remains.","feats.champion.brilliant-flash.name":"Brilliant Flash","feats.champion.brilliant-flash.description":"When you use Flash of Grandeur, the attacker is also off-guard for 1 round.","feats.champion.brilliant-flash.prerequisites.cause":"Grandeur cause","feats.champion.defensive-advance.name":"Defensive Advance","feats.champion.defensive-advance.description":"Two actions, flourish. You Raise your Shield and Stride (or Burrow, Climb, Fly or Swim); if you end within reach of an enemy, you can make a melee Strike against it.","feats.champion.defensive-advance.actions.defensive-advance.name":"Defensive Advance","feats.champion.defensive-advance.actions.defensive-advance.steps.weapon.prompt":"Choose a melee weapon","feats.champion.deitys-domain.name":"Deity's Domain","feats.champion.deitys-domain.description":"Choose one of your deity's domains: you gain its initial domain spell as a devotion spell.","feats.champion.deitys-domain.choices.domain.prompt":"A domain's initial domain spell","feats.champion.desperate-prayer.name":"Desperate Prayer","feats.champion.desperate-prayer.description":"Free action, once a day. Trigger: you begin your turn with no Focus Points. You gain 1 Focus Point for a devotion spell this turn; unspent, it's lost.","feats.champion.desperate-prayer.actions.desperate-prayer.name":"Desperate Prayer","feats.champion.desperate-prayer.actions.desperate-prayer.results.answered.name":"A Focus Point","feats.champion.faithful-steed.name":"Faithful Steed","feats.champion.faithful-steed.description":"You gain a young animal companion as a mount (typically one with the mount ability); it and its Strikes share your holy or unholy trait.","feats.champion.iron-repercussions.name":"Iron Repercussions","feats.champion.iron-repercussions.description":"When an enemy refuses your Iron Command, you can make the mental damage persistent instead (decided before it chooses).","feats.champion.iron-repercussions.prerequisites.cause":"Obedience cause","feats.champion.nimble-reprisal.name":"Nimble Reprisal","feats.champion.nimble-reprisal.description":"Your Retributive Strike can be a ranged Strike against an enemy in range and in your aura, and against an enemy just beyond reach (within 5 feet of it) you can Step first.","feats.champion.nimble-reprisal.prerequisites.cause":"Justice cause","feats.champion.ongoing-selfishness.name":"Ongoing Selfishness","feats.champion.ongoing-selfishness.description":"After Selfish Shield, you have resistance to all further damage from that enemy until the end of the turn, equal to half your Selfish Shield resistance.","feats.champion.ongoing-selfishness.prerequisites.cause":"Desecration cause","feats.champion.unimpeded-step.name":"Unimpeded Step","feats.champion.unimpeded-step.description":"The ally's Step from Liberating Step ignores difficult terrain, greater difficult terrain, narrow surfaces and uneven ground (everyone's, with the exalted reaction).","feats.champion.unimpeded-step.prerequisites.cause":"Liberation cause","feats.champion.vicious-vengeance.name":"Vicious Vengeance","feats.champion.vicious-vengeance.description":"Destructive Vengeance's damage to the enemy gains a circumstance bonus equal to its number of dice.","feats.champion.vicious-vengeance.prerequisites.cause":"Iniquity cause","feats.champion.weight-of-guilt.name":"Weight of Guilt","feats.champion.weight-of-guilt.description":"An enemy refusing your Glimpse of Redemption can be stupefied 2 instead of enfeebled 2, for the same duration.","feats.champion.weight-of-guilt.prerequisites.cause":"Redemption cause","feats.champion.divine-grace.name":"Divine Grace","feats.champion.divine-grace.description":"Reaction. Trigger: you attempt a save against a spell. You gain a +2 circumstance bonus to it.","feats.champion.divine-health.name":"Divine Health","feats.champion.divine-health.description":"You gain a +2 status bonus to saves against diseases and poisons and to flat checks against persistent poison damage (allies in your aura +1), and a success on such a save is a critical success. With sacred body, a critical failure on one is a failure.","feats.champion.aura-of-courage.name":"Aura of Courage","feats.champion.aura-of-courage.description":"Whenever you become frightened, the value is 1 lower. At the end of your turn, each ally in your aura lowers its frightened value by 1.","feats.champion.aura-of-courage.prerequisites.holy":"Holy","feats.champion.aura-of-despair.name":"Aura of Despair","feats.champion.aura-of-despair.description":"Enemies in your aura take a -1 circumstance penalty to saves against fear, and one ending its turn there can't lower frightened below 1.","feats.champion.aura-of-despair.prerequisites.unholy":"Unholy","feats.champion.cruelty.name":"Cruelty","feats.champion.cruelty.description":"You can cast touch of the void on a living creature with 2 actions: on a failed save it's also enfeebled 1 for 1 minute (2 on a critical failure).","feats.champion.cruelty.prerequisites.void":"Touch of the void","feats.champion.mercy.name":"Mercy","feats.champion.mercy.description":"You can cast lay on hands on a living creature with 2 actions to also counteract one condition. Choose a mercy: of the body (blinded, dazzled, deafened, enfeebled, sickened), of grace (clumsy, grabbed, paralyzed) or of the mind (fleeing, frightened, stupefied). You can take this feat up to three times, choosing a different mercy each time.","feats.champion.mercy.prerequisites.lay":"Lay on hands","feats.champion.mercy.choices.mercy.prompt":"Mercy","feats.champion.mercy.choices.mercy.options.body.name":"Mercy of the body","feats.champion.mercy.choices.mercy.options.grace.name":"Mercy of grace","feats.champion.mercy.choices.mercy.options.mind.name":"Mercy of the mind","feats.champion.security.name":"Security","feats.champion.security.description":"You can cast shields of the spirit with 2 actions to give one ally in your aura a companion spirit shield for 1 minute, working even outside your aura and with your shield lowered; a new one ends the last.","feats.champion.security.prerequisites.shields":"Shields of the spirit","feats.champion.expand-aura.name":"Expand Aura","feats.champion.expand-aura.description":"One action. Your aura's radius becomes 30 feet until the start of your next turn (for 1 minute at 10th level, until you Dismiss it at 16th).","feats.champion.loyal-warhorse.name":"Loyal Warhorse","feats.champion.loyal-warhorse.description":"Your Faithful Steed becomes a mature animal companion and never attacks you, even when compelled.","feats.champion.loyal-warhorse.prerequisites.faithful-steed":"Faithful Steed","feats.champion.smite.name":"Smite","feats.champion.smite.description":"One action. Designate an enemy you can see: until the start of your next turn your Strikes against it gain a +3 status bonus to damage (+4 with a master weapon); against the opposing sanctification +4 (+6). Each hostile action it takes against you or your allies extends it to the end of its next turn. A new Smite ends the last.","feats.champion.smite.actions.smite.name":"Smite","feats.champion.smite.actions.smite.participants.target.name":"The enemy","feats.champion.smite.actions.smite.results.smiting.name":"Smiting","feats.champion.advanced-deitys-domain.name":"Advanced Deity's Domain","feats.champion.advanced-deitys-domain.description":"You gain the advanced domain spell of your Deity's Domain as a devotion spell.","feats.champion.advanced-deitys-domain.prerequisites.deitys-domain":"Deity's Domain","feats.champion.greater-cruelty.name":"Greater Cruelty","feats.champion.greater-cruelty.description":"With Cruelty you can make the target clumsy or stupefied instead, chosen when you cast.","feats.champion.greater-cruelty.prerequisites.cruelty":"Cruelty","feats.champion.greater-mercy.name":"Greater Mercy","feats.champion.greater-mercy.description":"Your mercies can counteract more: body adds drained and slowed (stunned at 16th); grace immobilized, restrained and slowed (petrified at 12th, stunned at 16th); mind confused, controlled and slowed (doomed and stunned at 16th).","feats.champion.greater-mercy.prerequisites.mercy":"Mercy","feats.champion.greater-security.name":"Greater Security","feats.champion.greater-security.description":"While your companion shield lasts and your shield is raised, its ally gets your shield's AC bonus, and you can Shield Block for it with your shield.","feats.champion.greater-security.prerequisites.security":"Security","feats.champion.heal-mount.name":"Heal Mount","feats.champion.heal-mount.description":"Your lay on hands restores 10 Hit Points to your mount, plus 10 per heightened rank.","feats.champion.heal-mount.prerequisites.faithful-steed":"Faithful Steed","feats.champion.heal-mount.prerequisites.lay":"Lay on hands","feats.champion.second-blessing.name":"Second Blessing","feats.champion.second-blessing.description":"You gain a second, different blessing of the devoted.","feats.champion.second-blessing.choices.blessing.prompt":"Second blessing","feats.champion.second-blessing.choices.blessing.options.armament.name":"Blessed armament","feats.champion.second-blessing.choices.blessing.options.shield.name":"Blessed shield","feats.champion.second-blessing.choices.blessing.options.swiftness.name":"Blessed swiftness","feats.champion.second-blessing.choices.blessing.options.armament.prerequisites.other":"Not your first blessing","feats.champion.second-blessing.choices.blessing.options.shield.prerequisites.other":"Not your first blessing","feats.champion.second-blessing.choices.blessing.options.swiftness.prerequisites.other":"Not your first blessing","feats.champion.imposing-destrier.name":"Imposing Destrier","feats.champion.imposing-destrier.description":"Your steed becomes a nimble or savage animal companion and can Stride or Strike once a round on your turn without a command.","feats.champion.imposing-destrier.prerequisites.loyal-warhorse":"Loyal Warhorse","feats.champion.radiant-armament.name":"Radiant Armament","feats.champion.radiant-armament.description":"Your blessed armament can also take the astral and brilliant runes (holy or unholy for a holy or unholy champion), and you can change its rune in a 10-minute activity.","feats.champion.radiant-armament.prerequisites.armament":"Blessed armament","feats.champion.shield-of-reckoning.name":"Shield of Reckoning","feats.champion.shield-of-reckoning.description":"Reaction, once per round. Trigger: an enemy's attack on an ally meets the triggers of both Shield Block and your champion's reaction. You use both: Shield Block for the ally and your champion's reaction against the enemy.","feats.champion.shield-of-reckoning.prerequisites.shield-warden":"Shield Warden","feats.champion.shield-of-reckoning.prerequisites.shield":"Blessed shield","feats.champion.spectral-advance.name":"Spectral Advance","feats.champion.spectral-advance.description":"You gain the spectral advance devotion spell, which carries you to an enemy past every hindrance.","feats.champion.spectral-advance.prerequisites.swiftness":"Blessed swiftness","feats.champion.affliction-mercy.name":"Affliction Mercy","feats.champion.affliction-mercy.description":"Your mercy can counteract an affliction (a curse, disease or poison) instead of a condition.","feats.champion.affliction-mercy.prerequisites.mercy":"Mercy","feats.champion.aura-of-faith.name":"Aura of Faith","feats.champion.aura-of-faith.description":"Willing allies in your aura add your holy or unholy trait to their Strikes.","feats.champion.aura-of-faith.prerequisites.sanctified":"Holy or unholy","feats.champion.blessed-counterstrike.name":"Blessed Counterstrike","feats.champion.blessed-counterstrike.description":"One action, flourish. Requirement: an enemy triggered your champion's reaction since your last turn. Strike it with one more weapon damage die; on a hit, it gains weakness equal to half your level to Strikes by you and your allies until the start of your next turn.","feats.champion.blessed-counterstrike.actions.blessed-counterstrike.name":"Blessed Counterstrike","feats.champion.blessed-counterstrike.actions.blessed-counterstrike.steps.weapon.prompt":"Choose a weapon","feats.champion.champions-sacrifice.name":"Champion's Sacrifice","feats.champion.champions-sacrifice.description":"You can cast the champion's sacrifice devotion spell, taking an ally's harm on yourself.","feats.champion.champions-sacrifice.prerequisites.not-unholy":"You aren't unholy","feats.champion.devoted-focus.name":"Devoted Focus","feats.champion.devoted-focus.description":"When you Refocus, you refill your focus pool completely.","feats.champion.divine-wall.name":"Divine Wall","feats.champion.divine-wall.description":"While you wield a shield, every space adjacent to you is difficult terrain for your enemies.","feats.champion.gruesome-strike.name":"Gruesome Strike","feats.champion.gruesome-strike.description":"One action. Requirement: your Strikes deal extra damage from your champion's reaction. Strike the enemy that triggered it; on a hit the reaction's extra damage is doubled, and it must succeed at a Fortitude save against your class DC or be drained 1. It's then immune for 24 hours.","feats.champion.gruesome-strike.actions.gruesome-strike.name":"Gruesome Strike","feats.champion.gruesome-strike.actions.gruesome-strike.steps.weapon.prompt":"Choose a weapon","feats.champion.aura-of-determination.name":"Aura of Determination","feats.champion.aura-of-determination.description":"You and allies in your aura gain a +1 status bonus to saves against mental, morph and polymorph effects.","feats.champion.aura-of-life.name":"Aura of Life","feats.champion.aura-of-life.description":"You and allies in your aura gain resistance 5 to void damage and a +1 status bonus to saves against void effects.","feats.champion.aura-of-righteousness.name":"Aura of Righteousness","feats.champion.aura-of-righteousness.description":"You and allies in your aura gain resistance 5 to unholy spells, Strikes and effects, and your aura tries to counteract teleportation carrying an unholy creature out of it.","feats.champion.aura-of-righteousness.prerequisites.holy":"Holy","feats.champion.divine-reflexes.name":"Divine Reflexes","feats.champion.divine-reflexes.description":"At the start of each turn you gain an extra reaction usable only for your champion's reaction.","feats.champion.auspicious-mount.name":"Auspicious Mount","feats.champion.auspicious-mount.description":"Your steed becomes a specialized animal companion, possibly with the auspice specialization (your deity's servitor trait, more Intelligence and Wisdom, expert Religion, a servitor language, more Hit Points and wings).","feats.champion.auspicious-mount.prerequisites.imposing-destrier":"Imposing Destrier","feats.champion.instrument-of-slaughter.name":"Instrument of Slaughter","feats.champion.instrument-of-slaughter.description":"A critical hit with a Strike carrying your champion's reaction damage also deals persistent bleed damage equal to two of the weapon's damage dice.","feats.champion.instrument-of-zeal.name":"Instrument of Zeal","feats.champion.instrument-of-zeal.description":"A critical hit with Blessed Counterstrike or Retributive Strike deals one more weapon damage die, and the target is slowed 1 on its next turn.","feats.champion.instrument-of-zeal.prerequisites.reaction":"A champion's reaction that protects an ally","feats.champion.shield-of-grace.name":"Shield of Grace","feats.champion.shield-of-grace.description":"When you Shield Block for an ally, you can split the remaining damage evenly between you.","feats.champion.shield-of-grace.prerequisites.shield-warden":"Shield Warden","feats.champion.rejuvenating-touch.name":"Rejuvenating Touch","feats.champion.rejuvenating-touch.description":"An ally your lay on hands heals gains 10 temporary Hit Points now and at the start of each of its turns for the next 10 rounds (each lasting to its next turn), until it's knocked out.","feats.champion.rejuvenating-touch.prerequisites.lay":"Lay on hands","feats.champion.swift-retribution.name":"Swift Retribution","feats.champion.swift-retribution.description":"When an enemy triggers your champion's reaction, you're quickened on your next turn, to approach or Strike it.","feats.champion.ultimate-mercy.name":"Ultimate Mercy","feats.champion.ultimate-mercy.description":"With Mercy you can target a creature that died since your last turn: it returns with 1 Hit Point and wounded 1, then gains lay on hands' benefits (not after disintegrate or death effects).","feats.champion.ultimate-mercy.prerequisites.mercy":"Mercy","feats.champion.armament-paragon.name":"Armament Paragon","feats.champion.armament-paragon.description":"Your blessed armament's runes can also be animated, greater fearsome, grievous, keen and greater vitalizing (greater astral and brilliant with Radiant Armament), and you can change it as an action.","feats.champion.armament-paragon.prerequisites.armament":"Blessed armament","feats.champion.sacred-defender.name":"Sacred Defender","feats.champion.sacred-defender.description":"You gain resistance 5 to bludgeoning, piercing and slashing damage (10 against creatures of the opposing sanctification), and a natural 20 doesn't improve an attack's result against you.","feats.champion.shield-paragon.name":"Shield Paragon","feats.champion.shield-paragon.description":"Your chosen shield is always raised while you wield it. If destroyed, it returns repaired at your next daily preparations; meanwhile a minute can bless another shield.","feats.champion.shield-paragon.prerequisites.shield":"Blessed shield","feats.champion.swift-paragon.name":"Swift Paragon","feats.champion.swift-paragon.description":"Allies starting a move action in your aura don't trigger reactions with it, and you're permanently quickened (the extra action only to Step, Stride or Fly, or your mount's).","feats.champion.swift-paragon.prerequisites.swiftness":"Blessed swiftness","feats.fighter.shield-warden.name":"Shield Warden","feats.fighter.shield-warden.description":"When your shield is raised, you can Shield Block for an adjacent ally an attack targets: the shield prevents its damage instead of yours.","feats.fighter.shield-warden.prerequisites.shield-block":"Shield Block","feats.fighter.quick-shield-block.name":"Quick Shield Block","feats.fighter.quick-shield-block.description":"At the start of each of your turns you gain an extra reaction usable only to Shield Block.","feats.fighter.quick-shield-block.prerequisites.shield-block":"Shield Block","tags.trait.alchemist.name":"Alchemist","tags.trait.barbarian.name":"Barbarian","tags.trait.fighter.name":"Fighter","tags.trait.investigator.name":"Investigator","tags.trait.ranger.name":"Ranger","tags.trait.rogue.name":"Rogue","tags.trait.swashbuckler.name":"Swashbuckler","actions.bomb-strike.params.damageType.values.acid.name":"Acid","actions.bomb-strike.params.damageType.values.bludgeoning.name":"Bludgeoning","actions.bomb-strike.params.damageType.values.cold.name":"Cold","actions.bomb-strike.params.damageType.values.electricity.name":"Electricity","actions.bomb-strike.params.damageType.values.fire.name":"Fire","actions.bomb-strike.params.damageType.values.mental.name":"Mental","actions.bomb-strike.params.damageType.values.piercing.name":"Piercing","actions.bomb-strike.params.damageType.values.poison.name":"Poison","actions.bomb-strike.params.damageType.values.slashing.name":"Slashing","actions.bomb-strike.params.damageType.values.sonic.name":"Sonic","actions.bomb-strike.params.damageType.values.vitality.name":"Vitality","actions.bomb-strike.params.hitCondition.values.enfeebled.name":"Enfeebled","actions.bomb-strike.params.hitCondition.values.frightened.name":"Frightened","actions.bomb-strike.params.hitCondition.values.none.name":"None","actions.bomb-strike.params.hitCondition.values.off-guard.name":"Off-guard","actions.bomb-strike.params.hitCondition.values.speed.name":"Speed penalty","actions.bomb-strike.params.persistentType.values.acid.name":"Acid","actions.bomb-strike.params.persistentType.values.bleed.name":"Bleed","actions.bomb-strike.params.persistentType.values.fire.name":"Fire","actions.bomb-strike.params.persistentType.values.poison.name":"Poison","features.alchemist.alchemy.actions.versatile-vial.params.damageType.values.cold.name":"Cold","features.alchemist.alchemy.actions.versatile-vial.params.damageType.values.electricity.name":"Electricity","features.alchemist.alchemy.actions.versatile-vial.params.damageType.values.fire.name":"Fire","fields.alchemist.field.values.bomber.name":"Bomber","fields.alchemist.field.values.chirurgeon.name":"Chirurgeon","fields.alchemist.field.values.mutagenist.name":"Mutagenist","fields.alchemist.field.values.none.name":"None","fields.alchemist.field.values.toxicologist.name":"Toxicologist","fields.bard.muse.values.enigma.name":"Enigma","fields.bard.muse.values.maestro.name":"Maestro","fields.bard.muse.values.none.name":"None","fields.bard.muse.values.polymath.name":"Polymath","fields.bard.muse.values.warrior.name":"Warrior","fields.champion.cause.values.desecration.name":"Desecration","fields.champion.cause.values.grandeur.name":"Grandeur","fields.champion.cause.values.iniquity.name":"Iniquity","fields.champion.cause.values.justice.name":"Justice","fields.champion.cause.values.liberation.name":"Liberation","fields.champion.cause.values.none.name":"None","fields.champion.cause.values.obedience.name":"Obedience","fields.champion.cause.values.redemption.name":"Redemption","fields.champion.sanctification.values.holy.name":"Holy","fields.champion.sanctification.values.none.name":"None","fields.champion.sanctification.values.unholy.name":"Unholy","fields.oracle.mystery.values.ancestors.name":"Ancestors","fields.oracle.mystery.values.battle.name":"Battle","fields.oracle.mystery.values.bones.name":"Bones","fields.oracle.mystery.values.cosmos.name":"Cosmos","fields.oracle.mystery.values.flames.name":"Flames","fields.oracle.mystery.values.life.name":"Life","fields.oracle.mystery.values.lore.name":"Lore","fields.oracle.mystery.values.none.name":"None","fields.oracle.mystery.values.tempest.name":"Tempest","fields.witch.patron.values.faiths-flamekeeper.name":"Faith's Flamekeeper","fields.witch.patron.values.inscribed-one.name":"The Inscribed One","fields.witch.patron.values.none.name":"None","fields.witch.patron.values.resentment.name":"The Resentment","fields.witch.patron.values.silence-in-snow.name":"Silence in Snow","fields.witch.patron.values.spinner-of-threads.name":"Spinner of Threads","fields.witch.patron.values.starless-shadow.name":"Starless Shadow","fields.witch.patron.values.wilding-steward.name":"Wilding Steward","feats.cleric.cremate-undead.name":"Cremate Undead","feats.cleric.cremate-undead.description":"Undead your heal damages also take persistent fire damage equal to the spell's rank.","feats.cleric.emblazon-energy.name":"Emblazon Energy","feats.cleric.emblazon-energy.description":"Emblazon Armament can instead choose acid, cold, electricity, fire or sonic: on a shield, its bonus applies to saves against that damage and Shield Block works against it (resistance half your level with a matching domain spell); on a weapon, 1d4 more damage of that type (1d6 with a matching domain spell).","feats.cleric.emblazon-energy.prerequisites.emblazon-armament":"Emblazon Armament","feats.cleric.martyr.name":"Martyr","feats.cleric.martyr.description":"One action, spellshape. If your next action casts harm or heal restoring Hit Points to one ally, you lose 1d8 Hit Points per spell rank (unmitigable) and the ally regains that many more.","feats.cleric.restorative-channel.name":"Restorative Channel","feats.cleric.restorative-channel.description":"You can give up a heal from your font slots to cast cleanse affliction, clear mind, sound body or sure footing at the same rank.","feats.cleric.restorative-channel.prerequisites.font":"Healing font","feats.cleric.sanctify-armament.name":"Sanctify Armament","feats.cleric.sanctify-armament.description":"One action (divine). A weapon you touch gains your holy or unholy trait for 1 round and deals 2d6 more spirit damage to creatures of the opposed trait; a new use ends the last.","feats.cleric.sanctify-armament.prerequisites.sanctified":"Holy or unholy trait","feats.cleric.surging-focus.name":"Surging Focus","feats.cleric.surging-focus.description":"Free action, once a day. Trigger: an ally you can see drops to 0 Hit Points. You regain 1 Focus Point.","feats.cleric.surging-focus.actions.surging-focus.name":"Surging Focus","feats.cleric.surging-focus.actions.surging-focus.results.regained.name":"A Focus Point","feats.cleric.void-siphon-cleric.name":"Void Siphon (Cleric)","feats.cleric.void-siphon-cleric.description":"A living creature that critically fails its save against your harm is drained 1.","feats.cleric.zealous-rush.name":"Zealous Rush","feats.cleric.zealous-rush.description":"Reaction. Trigger: you cast a divine spell of 1 action or more affecting only you or your equipment. Stride up to 10 feet (your full Speed if it took 2 or more actions).","feats.cleric.castigating-weapon.name":"Castigating Weapon","feats.cleric.castigating-weapon.description":"After Divine Castigation deals spirit damage, your Strikes gain your holy or unholy trait and deal spirit damage equal to that heal or harm's rank until the end of your turn.","feats.cleric.castigating-weapon.prerequisites.divine-castigation":"Divine Castigation","feats.cleric.heroic-recovery.name":"Heroic Recovery","feats.cleric.heroic-recovery.description":"One action, spellshape. If your next action casts heal on one living creature that regains Hit Points, it gains +5 feet of Speed and +1 to attack and damage rolls (status) until the end of its next turn, and can Stand as a free action without reactions.","feats.cleric.heroic-recovery.prerequisites.font":"Healing font","feats.cleric.replenishment-of-war.name":"Replenishment of War","feats.cleric.replenishment-of-war.description":"When you damage a creature with a Strike using your deity's favored weapon, you gain temporary Hit Points equal to half your level (your level on a critical hit) until the start of your next turn.","feats.cleric.replenishment-of-war.prerequisites.favored":"Expert in your deity’s favored weapon","feats.cleric.shared-avoidance.name":"Shared Avoidance","feats.cleric.shared-avoidance.description":"Premonition of Avoidance also gives its +2 to allies within 20 feet rolling the same save against the same hazard.","feats.cleric.shared-avoidance.prerequisites.premonition-of-avoidance":"Premonition of Avoidance","feats.cleric.shield-of-faith.name":"Shield of Faith","feats.cleric.shield-of-faith.description":"When you spend a Focus Point on a domain spell, you gain a +1 status bonus to AC until the start of your next turn.","feats.cleric.shield-of-faith.prerequisites.domain-initiate":"Domain Initiate","feats.cleric.defensive-recovery.name":"Defensive Recovery","feats.cleric.defensive-recovery.description":"One action, spellshape. If your next action casts harm or heal on one target that regains Hit Points, it gains a +2 status bonus to AC and saves for 1 round.","feats.cleric.domain-focus.name":"Domain Focus","feats.cleric.domain-focus.description":"When you Refocus, you refill your focus pool.","feats.cleric.emblazon-antimagic.name":"Emblazon Antimagic","feats.cleric.emblazon-antimagic.description":"Emblazon Armament can instead: on a shield, its bonus applies to saves against magic and Shield Block works against enemies' spells; on a weapon, a critical hit can try to counteract a spell on the target (rank half the wielder's level rounded up), then the symbol fades.","feats.cleric.emblazon-antimagic.prerequisites.emblazon-armament":"Emblazon Armament","feats.cleric.fortunate-relief.name":"Fortunate Relief","feats.cleric.fortunate-relief.description":"When your healing spell tries to counteract an effect, roll the counteract check twice and take the higher.","feats.cleric.sapping-symbol.name":"Sapping Symbol","feats.cleric.sapping-symbol.description":"Reaction (divine). Trigger: with your symbol raised, you're about to take damage from a melee attack. Religion against the attacker's Will DC; it's then immune for a minute. **Critical Success** Enfeebled 2 until it spends an action moving away from you. **Success** Enfeebled 1 likewise.","feats.cleric.sapping-symbol.prerequisites.raise-symbol":"Raise Symbol","feats.cleric.shared-replenishment.name":"Shared Replenishment","feats.cleric.shared-replenishment.description":"Replenishment of War can give its temporary Hit Points to an ally within 10 feet instead (a different ally each time).","feats.cleric.shared-replenishment.prerequisites.replenishment-of-war":"Replenishment of War","feats.cleric.channeling-block.name":"Channeling Block","feats.cleric.channeling-block.description":"When you Shield Block, you can expend a harm or heal to add 1d8 per spell rank to the shield's Hardness for that block.","feats.cleric.channeling-block.prerequisites.shield-block":"Shield Block","feats.cleric.deitys-protection.name":"Deity's Protection","feats.cleric.deitys-protection.description":"After you cast a domain spell, you have resistance to all damage equal to its rank until the start of your next turn.","feats.cleric.deitys-protection.prerequisites.advanced-domain":"Advanced Domain","feats.cleric.ebb-and-flow.name":"Ebb and Flow","feats.cleric.ebb-and-flow.description":"One action, spellshape. If your next action casts a 1- or 2-action heal or harm, it targets one creature it would harm and another it would heal.","feats.cleric.ebb-and-flow.prerequisites.versatile-font":"Versatile Font","feats.cleric.fast-channel.name":"Fast Channel","feats.cleric.fast-channel.description":"Casting harm or heal (whichever your font allows, both with Versatile Font) with 2 actions gives the 3-action effects.","feats.cleric.fast-channel.prerequisites.font":"Harmful font or healing font","feats.cleric.lasting-armament.name":"Lasting Armament","feats.cleric.lasting-armament.description":"Sanctify Armament lasts 1 hour (until you sanctify another weapon).","feats.cleric.lasting-armament.prerequisites.sanctify-armament":"Sanctify Armament","feats.cleric.premonition-of-clarity.name":"Premonition of Clarity","feats.cleric.premonition-of-clarity.description":"Reaction, fortune, once per hour. Trigger: you fail a save against a mental effect. Reroll it with a +2 circumstance bonus, keeping the new result.","feats.cleric.swift-banishment.name":"Swift Banishment","feats.cleric.swift-banishment.description":"Reaction. Requirement: you have banishment prepared. Trigger: you critically hit a creature away from its home plane. Expend banishment to affect it without casting; it resists as normal.","feats.cleric.eternal-bane.name":"Eternal Bane","feats.cleric.eternal-bane.description":"A bane spell (rank half your level rounded up, 15-foot radius) always surrounds you; Dismissed, it returns after 1 minute.","feats.cleric.eternal-bane.prerequisites.unholy":"Unholy","feats.cleric.eternal-blessing.name":"Eternal Blessing","feats.cleric.eternal-blessing.description":"A bless spell (rank half your level rounded up, 15-foot radius) always surrounds you; Dismissed, it returns after 1 minute.","feats.cleric.eternal-blessing.prerequisites.holy":"Holy","feats.cleric.rebounding-smite.name":"Rebounding Smite","feats.cleric.rebounding-smite.description":"Reaction. Trigger: your Channel Smite's Strike misses. Cast the 1-action version of the expended harm or heal on another creature.","feats.cleric.rebounding-smite.prerequisites.channel-smite":"Channel Smite","feats.cleric.remediate.name":"Remediate","feats.cleric.remediate.description":"Free action, once per hour, spellshape. If your next action casts a 3-action heal or harm from your font, it also tries to counteract one divine effect in its area.","feats.cleric.resurrectionist.name":"Resurrectionist","feats.cleric.resurrectionist.description":"A dying or dead creature you restore Hit Points to gains fast healing 5 for 1 minute (until knocked out).","feats.cleric.divine-apex.name":"Divine Apex","feats.cleric.divine-apex.description":"After daily preparations you touch a worn magic item without the apex trait: until your next preparations it is an apex item raising one of your deity's divine attributes by 1 or to +4, whichever is higher.","feats.cleric.echoing-channel.name":"Echoing Channel","feats.cleric.echoing-channel.description":"One action, spellshape. If your next action casts a 2-action harm or heal on one creature, another creature in range also gets a free 1-action version at the same rank.","feats.cleric.improved-swift-banishment.name":"Improved Swift Banishment","feats.cleric.improved-swift-banishment.description":"You can use Swift Banishment by sacrificing any prepared spell of 5th rank or higher, the banishment heightened to its rank, and the target takes a -2 circumstance penalty to its save.","feats.cleric.improved-swift-banishment.prerequisites.swift-banishment":"Swift Banishment","feats.cleric.inviolable.name":"Inviolable","feats.cleric.inviolable.description":"Creatures that hit you with an attack take 3d6 spirit damage each time (with your holy or unholy trait).","feats.cleric.miraculous-possibility.name":"Miraculous Possibility","feats.cleric.miraculous-possibility.description":"Once during daily preparations a slot holds divine potential: it casts any divine spell you know at least 2 ranks lower, as a spell 2 ranks lower than the slot.","feats.cleric.shared-clarity.name":"Shared Clarity","feats.cleric.shared-clarity.description":"Premonition of Clarity lets allies within 15 feet who failed the same save against the same mental effect use their reactions to reroll it with +2.","feats.cleric.shared-clarity.prerequisites.premonition-of-clarity":"Premonition of Clarity","feats.cleric.avatars-audience.name":"Avatar's Audience","feats.cleric.avatars-audience.description":"Creatures know you speak for your deity; your commune ritual with your deity costs nothing and critically succeeds; once a day you can cast interplanar teleport (1 minute, your symbol the key) to your deity's realm, returning with one action.","feats.cleric.avatars-protection.name":"Avatar's Protection","feats.cleric.avatars-protection.description":"Reaction. Requirement: you have avatar prepared. Trigger: an enemy critically hits you. You cast avatar; the hit becomes a normal hit, applied after its temporary Hit Points.","feats.cleric.maker-of-miracles.name":"Maker of Miracles","feats.cleric.maker-of-miracles.description":"You gain one more 10th-rank spell slot.","feats.cleric.maker-of-miracles.prerequisites.miraculous":"Miraculous spell","feats.cleric.spellshape-channel.name":"Spellshape Channel","feats.cleric.spellshape-channel.description":"Free action, concentrate. Use a one-action spellshape action you know that can apply to harm or heal, for those spells only.","classes.cleric.name":"Cleric","classes.cleric.description":"A servant of a deity who wields divine magic. Key attribute: Wisdom. 8 Hit Points plus Constitution per level. Trained in Perception, Fortitude and Reflex, expert in Will; trained in simple weapons, your deity's favored weapon and unarmed attacks; trained in unarmored defense; trained in the cleric class DC and in divine spell attacks and spell DC. Trained in Religion, your deity's skill, and 2 skills plus Intelligence. Divine prepared spells with Wisdom, and a divine font. Cleric feats from 2nd level.","classes.cleric.choices.divine-font.prompt":"Your deity's divine font","classes.cleric.choices.divine-font.options.heal.name":"Healing font (heal)","classes.cleric.choices.divine-font.options.harm.name":"Harmful font (harm)","classes.cleric.choices.sanctification.prompt":"Your deity's sanctification","classes.cleric.choices.sanctification.options.none.name":"None","classes.cleric.choices.sanctification.options.holy.name":"Holy","classes.cleric.choices.sanctification.options.unholy.name":"Unholy","classes.cleric.choices.divine-skill.prompt":"Your deity's divine skill","classes.cleric.choices.favored-weapon-category.prompt":"Your deity's favored weapon: its kind","classes.cleric.choices.favored-weapon-category.options.unarmed.name":"An unarmed attack (fist)","classes.cleric.choices.favored-weapon-category.options.simple.name":"A simple weapon","classes.cleric.choices.favored-weapon-category.options.martial.name":"A martial weapon","classes.cleric.choices.favored-weapon-category.options.advanced.name":"An advanced weapon","classes.cleric.choices.favored-weapon.prompt":"Your deity's favored weapon","classes.cleric.choices.doctrine.prompt":"Doctrine","classes.cleric.choices.skills.prompt":"Trained skills (2 plus Intelligence)","classes.cleric.choices.class-feat.prompt":"Cleric feat (level {slot})","classes.cleric.choices.skill-feat.prompt":"Skill feat (level {slot})","classes.cleric.doctrines.cloistered-cleric.name":"Cloistered Cleric","classes.cleric.doctrines.cloistered-cleric.description":"A cleric of the cloth, devoted to divine magic and your deity's domains. 1st: Domain Initiate. 3rd: expert in Fortitude. 7th: expert in spell attack modifier and spell DC. 11th: expert in your deity's favored weapon, simple weapons and unarmed attacks, and critical hits with the favored weapon apply its critical specialization effect (using your spell DC). 15th: master in spell attack modifier and spell DC. 19th: legendary in them.","classes.cleric.doctrines.warpriest.name":"Warpriest","classes.cleric.doctrines.warpriest.choices.deadly-simplicity.prompt":"Deadly Simplicity (your deity's favored weapon is simple or unarmed)","classes.cleric.doctrines.warpriest.description":"A militant servant of your faith, balancing spells and battle. 1st: trained in light and medium armor (expert at 13th, with divine defense), expert in Fortitude, Shield Block, and Deadly Simplicity if your deity's favored weapon is simple or unarmed. 3rd: trained in martial weapons. 7th: expert in your deity's favored weapon, simple and martial weapons and unarmed attacks, and critical hits with the favored weapon apply its critical specialization effect (you can use your spell DC). 11th: expert in spell attack modifier and spell DC. 15th: master in Fortitude, and a success on a Fortitude save is a critical success. 19th: master in your deity's favored weapon, spell attack modifier and spell DC.","features.cleric.deity.name":"Deity","features.cleric.deity.description":"You serve a deity of your own making (the pack names none): you choose its divine font, its sanctification (holy, unholy or none, giving you that trait), its divine skill (you're trained in it) and its favored weapon (you're trained in it, and gain access if it is uncommon). Your deity adds spells to your list, which you prepare like divine spells once you can cast their rank, and has edicts and anathema; acts that are anathema can cost you your font and spellcasting until you atone. These are yours and your GM's to set.","features.cleric.cleric-spellcasting.name":"Cleric Spellcasting","features.cleric.cleric-spellcasting.description":"You cast divine spells. Each day you prepare five cantrips and spells in your slots (two of each rank, three from the next level) from the common divine spells and others you have access to, using Wisdom for your spell attack modifier and spell DC. Higher slots can hold heightened lower-rank spells; cantrips are heightened to half your level rounded up.","features.cleric.divine-font.name":"Divine Font","features.cleric.divine-font.description":"Each day you prepare extra heal or harm spells (by your deity's font) in 4 additional slots of your highest rank, 5 from 5th level, 6 from 15th. Once chosen, the font doesn't change.","features.cleric.perception-expertise.name":"Perception Expertise","features.cleric.perception-expertise.description":"Your Perception proficiency becomes expert.","features.cleric.resolute-faith.name":"Resolute Faith","features.cleric.resolute-faith.description":"Your Will proficiency becomes master. A success on a Will save is a critical success.","features.cleric.reflex-expertise.name":"Reflex Expertise","features.cleric.reflex-expertise.description":"Your Reflex proficiency becomes expert.","features.cleric.divine-defense.name":"Divine Defense","features.cleric.divine-defense.description":"Your unarmored defense proficiency becomes expert.","features.cleric.weapon-specialization.name":"Weapon Specialization","features.cleric.weapon-specialization.description":"+2 damage with weapons and unarmed attacks you are expert in, +3 if master, +4 if legendary.","features.cleric.miraculous-spell.name":"Miraculous Spell","features.cleric.miraculous-spell.description":"You gain one 10th-rank spell slot. It can't be used with abilities that grant more slots or cast spells without expending slots.","feats.cleric.deadly-simplicity.name":"Deadly Simplicity","feats.cleric.deadly-simplicity.description":"Wielding your deity's favored weapon, its damage die is one step larger; an unarmed attack with a die smaller than d6 uses d6.","feats.cleric.deadly-simplicity.prerequisites.simple":"A deity whose favored weapon is simple or an unarmed attack","feats.cleric.divine-castigation.name":"Divine Castigation","feats.cleric.divine-castigation.description":"When you cast heal or harm, you can give it your holy or unholy trait; it then deals spirit damage to creatures with the opposing trait, even ones it wouldn't normally damage.","feats.cleric.divine-castigation.prerequisites.sanctified":"Holy or unholy","feats.cleric.domain-initiate.name":"Domain Initiate","feats.cleric.domain-initiate.description":"Pick a domain of your deity: you gain its initial domain spell, a focus spell, and a Focus Point in your focus pool (up to 3). You refocus by praying or serving your deity. You can take this feat more than once, picking a different domain each time.","feats.cleric.harming-hands.name":"Harming Hands","feats.cleric.harming-hands.description":"When you cast harm, you roll d10s instead of d8s.","feats.cleric.harming-hands.prerequisites.font":"Harmful font","feats.cleric.healing-hands.name":"Healing Hands","feats.cleric.healing-hands.description":"When you cast heal, you roll d10s instead of d8s.","feats.cleric.healing-hands.prerequisites.font":"Healing font","feats.cleric.premonition-of-avoidance.name":"Premonition of Avoidance","feats.cleric.premonition-of-avoidance.description":"Reaction. **Trigger** You are about to roll a saving throw against a hazard. You gain a +2 circumstance bonus to that save.","feats.cleric.communal-healing.name":"Communal Healing","feats.cleric.communal-healing.description":"When you cast heal to heal a single creature, another willing living creature in its range regains Hit Points equal to the spell's rank.","feats.cleric.emblazon-armament.name":"Emblazon Armament","feats.cleric.emblazon-armament.description":"Exploration, 10 minutes: you emblazon your deity's symbol on a weapon or shield (one at a time, for a year). It is a religious symbol of your deity. For your deity's followers, a shield gains a +1 status bonus to Hardness, and a weapon a +1 status bonus to damage rolls.","feats.cleric.panic-the-dead.name":"Panic the Dead","feats.cleric.panic-the-dead.description":"When your heal damages undead, each that fails its save is also frightened 1, and fleeing until the start of your next turn on a critical failure. Mindless undead are affected too.","feats.cleric.rapid-response.name":"Rapid Response","feats.cleric.rapid-response.description":"Reaction. **Trigger** An ally drops to 0 Hit Points. You Stride toward it with a +10-foot circumstance bonus to Speed.","feats.cleric.sap-life.name":"Sap Life","feats.cleric.sap-life.description":"When your harm damages at least one living creature, you regain Hit Points equal to its rank (if you are living).","feats.cleric.versatile-font.name":"Versatile Font","feats.cleric.versatile-font.description":"You can prepare either heal or harm in your divine font's slots.","feats.cleric.versatile-font.prerequisites.font":"Healing font or harmful font","feats.cleric.warpriests-armor.name":"Warpriest's Armor","feats.cleric.warpriests-armor.description":"You are trained in heavy armor, and expert when your doctrine makes you expert in medium armor. Armor of 2 Bulk or more counts as 1 Bulk lighter (at least 1).","feats.cleric.warpriests-armor.prerequisites.doctrine":"Warpriest doctrine","feats.cleric.channel-smite.name":"Channel Smite","feats.cleric.channel-smite.description":"Two actions; cost: expend a heal or harm spell. Make a melee Strike; on a hit, the 1-action version of the spell also damages the target, which automatically fails its save (critically, on a critical hit). The spell is lost if the Strike misses or the target isn't harmed by its energy.","feats.cleric.directed-channel.name":"Directed Channel","feats.cleric.directed-channel.description":"An area heal or harm can be a 60-foot cone instead of a 30-foot emanation.","feats.cleric.divine-infusion.name":"Divine Infusion","feats.cleric.divine-infusion.description":"One action, spellshape. If your next action is heal or harm restoring Hit Points to one creature, its melee weapons and unarmed attacks deal 1d6 more damage (vitality for heal, void for harm) until the end of its next turn; 2d6 at spell rank 5, 3d6 at rank 8.","feats.cleric.raise-symbol.name":"Raise Symbol","feats.cleric.raise-symbol.description":"One action, wielding a religious symbol: +2 circumstance bonus to saves until the start of your next turn, and a success against a vitality or void effect is a critical success. An emblazoned shield also gets Raise a Shield's effects, and the other way round.","feats.cleric.restorative-strike.name":"Restorative Strike","feats.cleric.restorative-strike.description":"Two actions. Cast a 1-action heal or harm on yourself, then make a melee Strike (+1 status bonus with your deity's favored weapon); on a hit, another willing creature adjacent to the enemy heals the same amount.","feats.cleric.sacred-ground.name":"Sacred Ground","feats.cleric.sacred-ground.description":"Once per 10 minutes, 1 minute of prayer: for 10 minutes a 30-foot burst around you heals each creature that stays in it the whole time by your level: living creatures with a healing font, undead with a harmful font (either or both with Versatile Font).","feats.cleric.sacred-ground.prerequisites.font":"Healing font or harmful font","feats.cleric.cast-down.name":"Cast Down","feats.cleric.cast-down.description":"One action, spellshape. If your next action is heal or harm damaging one creature, it falls prone if damaged, and on a critical failure takes a –10-foot status penalty to Speed for 1 minute.","feats.cleric.divine-rebuttal.name":"Divine Rebuttal","feats.cleric.divine-rebuttal.description":"Reaction, wielding your deity's favored weapon. **Trigger** An ally is about to save against a magical ability of a creature adjacent to you. Strike it (with your holy or unholy trait); on a hit your allies gain a +2 circumstance bonus to that save (+3 on a critical hit).","feats.cleric.divine-weapon.name":"Divine Weapon","feats.cleric.divine-weapon.description":"Free action, once per turn, after you Cast a Spell from a divine slot on your turn: a weapon you wield deals 1d4 more spirit damage until the end of your turn; if you are holy or unholy its Strikes gain that trait and deal 2d4 to creatures of the opposing trait.","feats.cleric.magic-hands.name":"Magic Hands","feats.cleric.magic-hands.description":"When you succeed at Treat Wounds, you can roll d10s instead of d8s and add your level as a status bonus to the healing.","feats.cleric.magic-hands.prerequisites.healing-hands":"Healing Hands","feats.cleric.selective-energy.name":"Selective Energy","feats.cleric.selective-energy.description":"An area heal or harm can leave out up to 5 creatures in the area.","feats.cleric.domain-initiate.choices.domain.prompt":"Domain","feats.cleric.domain-initiate.choices.domain.options.air.name":"Air (Pushing Gust)","feats.cleric.domain-initiate.choices.domain.options.air.description":"You command the winds and the weather.","feats.cleric.domain-initiate.choices.domain.options.ambition.name":"Ambition (Ignite Ambition)","feats.cleric.domain-initiate.choices.domain.options.ambition.description":"You strive to outpace every rival.","feats.cleric.domain-initiate.choices.domain.options.cities.name":"Cities (Face in the Crowd)","feats.cleric.domain-initiate.choices.domain.options.cities.description":"You hold sway over cities and their people.","feats.cleric.domain-initiate.choices.domain.options.confidence.name":"Confidence (Veil of Confidence)","feats.cleric.domain-initiate.choices.domain.options.confidence.description":"You master fear and carry yourself with pride.","feats.cleric.domain-initiate.choices.domain.options.creation.name":"Creation (Creative Splash)","feats.cleric.domain-initiate.choices.domain.options.creation.description":"You craft and create art with divine gifts.","feats.cleric.domain-initiate.choices.domain.options.darkness.name":"Darkness (Cloak of Shadow)","feats.cleric.domain-initiate.choices.domain.options.darkness.description":"You command shadow and darkness.","feats.cleric.domain-initiate.choices.domain.options.death.name":"Death (Death's Call)","feats.cleric.domain-initiate.choices.domain.options.death.description":"You see death as a passage, not an end.","feats.cleric.domain-initiate.choices.domain.options.destruction.name":"Destruction (Cry of Destruction)","feats.cleric.domain-initiate.choices.domain.options.destruction.description":"You are a force of ruin.","feats.cleric.domain-initiate.choices.domain.options.dreams.name":"Dreams (Sweet Dream)","feats.cleric.domain-initiate.choices.domain.options.dreams.description":"You walk in dreams.","feats.cleric.domain-initiate.choices.domain.options.earth.name":"Earth (Hurtling Stone)","feats.cleric.domain-initiate.choices.domain.options.earth.description":"You command earth and stone.","feats.cleric.domain-initiate.choices.domain.options.family.name":"Family (Soothing Words)","feats.cleric.domain-initiate.choices.domain.options.family.description":"You protect your family and community.","feats.cleric.domain-initiate.choices.domain.options.fate.name":"Fate (Read Fate)","feats.cleric.domain-initiate.choices.domain.options.fate.description":"You glimpse what is to come.","feats.cleric.domain-initiate.choices.domain.options.fire.name":"Fire (Fire Ray)","feats.cleric.domain-initiate.choices.domain.options.fire.description":"You wield flame.","feats.cleric.domain-initiate.choices.domain.options.freedom.name":"Freedom (Unimpeded Stride)","feats.cleric.domain-initiate.choices.domain.options.freedom.description":"You break chains and slip every bond.","feats.cleric.domain-initiate.choices.domain.options.healing.name":"Healing (Healer's Blessing)","feats.cleric.domain-initiate.choices.domain.options.healing.description":"Your healing magic flows strongly.","feats.cleric.domain-initiate.choices.domain.options.indulgence.name":"Indulgence (Overstuff)","feats.cleric.domain-initiate.choices.domain.options.indulgence.description":"You revel in pleasure.","feats.cleric.domain-initiate.choices.domain.options.knowledge.name":"Knowledge (Scholarly Recollection)","feats.cleric.domain-initiate.choices.domain.options.knowledge.description":"You are a fount of lore.","feats.cleric.domain-initiate.choices.domain.options.luck.name":"Luck (Bit of Luck)","feats.cleric.domain-initiate.choices.domain.options.luck.description":"Fortune smiles on you.","feats.cleric.domain-initiate.choices.domain.options.magic.name":"Magic (Magic's Vessel)","feats.cleric.domain-initiate.choices.domain.options.magic.description":"You channel raw magic.","feats.cleric.domain-initiate.choices.domain.options.might.name":"Might (Athletic Rush)","feats.cleric.domain-initiate.choices.domain.options.might.description":"You are strong in body.","feats.cleric.domain-initiate.choices.domain.options.moon.name":"Moon (Moonbeam)","feats.cleric.domain-initiate.choices.domain.options.moon.description":"You draw power from the moon.","feats.cleric.domain-initiate.choices.domain.options.nature.name":"Nature (Vibrant Thorns)","feats.cleric.domain-initiate.choices.domain.options.nature.description":"You tend the wild.","feats.cleric.domain-initiate.choices.domain.options.nightmares.name":"Nightmares (Waking Nightmare)","feats.cleric.domain-initiate.choices.domain.options.nightmares.description":"You fill minds with dread.","feats.cleric.domain-initiate.choices.domain.options.pain.name":"Pain (Savor the Sting)","feats.cleric.domain-initiate.choices.domain.options.pain.description":"You find strength in suffering.","feats.cleric.domain-initiate.choices.domain.options.passion.name":"Passion (Charming Touch)","feats.cleric.domain-initiate.choices.domain.options.passion.description":"You inspire love and desire.","feats.cleric.domain-initiate.choices.domain.options.perfection.name":"Perfection (Perfected Mind)","feats.cleric.domain-initiate.choices.domain.options.perfection.description":"You strive for perfection of mind and body.","feats.cleric.domain-initiate.choices.domain.options.protection.name":"Protection (Protector's Sacrifice)","feats.cleric.domain-initiate.choices.domain.options.protection.description":"You shield others.","feats.cleric.domain-initiate.choices.domain.options.secrecy.name":"Secrecy (Whispering Quiet)","feats.cleric.domain-initiate.choices.domain.options.secrecy.description":"You keep secrets.","feats.cleric.domain-initiate.choices.domain.options.sun.name":"Sun (Dazzling Flash)","feats.cleric.domain-initiate.choices.domain.options.sun.description":"You wield the sun's light.","feats.cleric.domain-initiate.choices.domain.options.travel.name":"Travel (Agile Feet)","feats.cleric.domain-initiate.choices.domain.options.travel.description":"You journey far and fast.","feats.cleric.domain-initiate.choices.domain.options.trickery.name":"Trickery (Sudden Shift)","feats.cleric.domain-initiate.choices.domain.options.trickery.description":"You deceive and mislead.","feats.cleric.domain-initiate.choices.domain.options.truth.name":"Truth (Word of Truth)","feats.cleric.domain-initiate.choices.domain.options.truth.description":"You reveal what is true.","feats.cleric.domain-initiate.choices.domain.options.tyranny.name":"Tyranny (Touch of Obedience)","feats.cleric.domain-initiate.choices.domain.options.tyranny.description":"You rule with an iron fist.","feats.cleric.domain-initiate.choices.domain.options.undeath.name":"Undeath (Touch of Undeath)","feats.cleric.domain-initiate.choices.domain.options.undeath.description":"You hold power over the undead.","feats.cleric.domain-initiate.choices.domain.options.water.name":"Water (Tidal Surge)","feats.cleric.domain-initiate.choices.domain.options.water.description":"You command water.","feats.cleric.domain-initiate.choices.domain.options.wealth.name":"Wealth (Appearance of Wealth)","feats.cleric.domain-initiate.choices.domain.options.wealth.description":"You hold power over riches.","feats.cleric.domain-initiate.choices.domain.options.zeal.name":"Zeal (Weapon Surge)","feats.cleric.domain-initiate.choices.domain.options.zeal.description":"You burn with zeal.","situational.castDown.name":"Spellshaped by Cast Down","spells.pushing-gust.name":"Pushing Gust","spells.pushing-gust.description":"A gust of wind shoves the target, which attempts a Fortitude save.\n\n**Critical Success** Unaffected.\n\n**Success** Pushed 5 feet away from you.\n\n**Failure** Pushed 10 feet away from you.\n\n**Critical Failure** Pushed 10 feet away from you and knocked prone.","spells.ignite-ambition.name":"Ignite Ambition","spells.ignite-ambition.description":"**Trigger** You or an ally in range tries to persuade a creature with a mental effect (Coerce, Request, a suggestion).\n\nYou stoke the creature's ambition against its allies; it attempts a Will save.\n\n**Critical Success** Unaffected, and it knows you tried.\n\n**Success** It takes a –1 status penalty to its defenses against the triggering effect (–2 if the effect furthers its own ambitions), unaware of your spell.\n\n**Failure** As success, but –4 if it furthers its ambitions.\n\n**Critical Failure** As success, and it follows a suggestion that furthers its ambitions.","spells.face-in-the-crowd.name":"Face in the Crowd","spells.face-in-the-crowd.description":"In a crowd of similar creatures, you look bland and forgettable: a +2 status bonus to Deception and Stealth checks to blend into it, you ignore the difficult terrain it causes, and this counts as a disguise to Impersonate, adding your level even if untrained.\n\n**Heightened (3rd)** Range 10 feet, up to 10 creatures.","spells.veil-of-confidence.name":"Veil of Confidence","spells.veil-of-confidence.description":"Your frightened value drops by 1, and while the spell lasts any frightened value you would gain is 1 lower. If you critically fail a save against fear, the spell lowers that frightened value and ends.","spells.creative-splash.name":"Creative Splash","spells.creative-splash.description":"Paint or illusory colors pour down. Roll 1d4 for the color; each creature in the area attempts a Will save, and on a failure (critical failure) takes its effect: 1 white, dazzled 1 round (1 minute); 2 red, enfeebled 1 (2) for 1 round; 3 yellow, frightened 1 (2); 4 blue, clumsy 1 (2) for 1 round.","spells.cloak-of-shadow.name":"Cloak of Shadow","spells.cloak-of-shadow.description":"Shadows wrap a willing creature, dimming bright light within 20 feet to dim light (magical darkness). It can Hide using the concealment the shadows give, and it can leave the cloak behind as a decoy with an Interact action; the spell ends if anyone else picks it up.","spells.deaths-call.name":"Death's Call","spells.deaths-call.description":"**Trigger** A living creature within 20 feet dies, or an undead creature within 20 feet is destroyed.\n\nYou gain temporary Hit Points equal to the creature's level plus your spellcasting attribute modifier, doubled if it was undead, for 1 minute.","spells.cry-of-destruction.name":"Cry of Destruction","spells.cry-of-destruction.description":"Your voice booms: 1d8 sonic damage to each creature and unattended object in the cone, with a basic Fortitude save. If you already damaged an enemy this turn with a Strike or spell, the dice are d12s.\n\n**Heightened (+1)** The damage increases by 1d8.","spells.sweet-dream.name":"Sweet Dream","spells.sweet-dream.description":"A willing creature falls asleep into a lucid dream of your choice and can wake when it wants (waking within a minute ends the spell). Dream of insight: +1 status bonus to Intelligence-based skill checks; of glamor: +1 to Charisma-based skill checks; of voyaging: +5-foot status bonus to Speed. A new sweet dream ends the last.\n\n**Heightened (4th)** Insight or glamor gives +2.\n\n**Heightened (7th)** Insight or glamor gives +3.","spells.hurtling-stone.name":"Hurtling Stone","spells.hurtling-stone.description":"You hurl a magical stone with a spell attack: 2d6 bludgeoning damage on a hit, and you can push the target 5 feet (double damage and 10 feet on a critical hit).\n\n**Heightened (+1)** The damage increases by 1d6.","spells.soothing-words.name":"Soothing Words","spells.soothing-words.description":"An ally gains a +1 status bonus to Will saves (+2 against emotion effects), and you can try to counteract one emotion effect on it.\n\n**Heightened (5th)** +2, or +3 against emotion effects.","spells.read-fate.name":"Read Fate","spells.read-fate.description":"You learn one cryptic word about another creature's near future. The GM rolls a secret DC 6 flat check: on a failure, or if its fate is too uncertain, the word is \"inconclusive\". The creature is then immune for 24 hours.","spells.fire-ray.name":"Fire Ray","spells.fire-ray.description":"A band of fire deals 2d6 fire damage on a hit with a spell attack (double on a critical hit). Unless you critically miss, the target's space burns until the end of its next turn, dealing 1d6 fire damage to each creature that ends its turn there.\n\n**Heightened (+1)** The ray deals 2d6 more, the burning ground 1d6 more.","spells.unimpeded-stride.name":"Unimpeded Stride","spells.unimpeded-stride.description":"You escape every magical effect immobilizing or grabbing you unless its rank is higher than this spell's, then Stride, ignoring difficult terrain and circumstance and status penalties to your Speed.","spells.healers-blessing.name":"Healer's Blessing","spells.healers-blessing.description":"A willing living creature regains 2 more Hit Points the first time each healing vitality spell heals it while this lasts.\n\n**Heightened (+1)** 2 more.","spells.overstuff.name":"Overstuff","spells.overstuff.description":"A living creature is stuffed with a full meal and attempts a Fortitude save. While sickened by this spell it takes a –10-foot status penalty to its Speed.\n\n**Critical Success** Unaffected.\n\n**Success** Sickened 1, but it ends it automatically with one action.\n\n**Failure** Sickened 1.\n\n**Critical Failure** Sickened 2.","spells.scholarly-recollection.name":"Scholarly Recollection","spells.scholarly-recollection.description":"**Trigger** You Seek, or Recall Knowledge with a skill you are trained in.\n\nThe GM rolls the check twice and you use the better result.","spells.bit-of-luck.name":"Bit of Luck","spells.bit-of-luck.description":"The next time the willing target attempts a saving throw, it rolls twice and takes the better result, and the spell ends. A new bit of luck ends the last; a target is then immune for 24 hours.","spells.magics-vessel.name":"Magic's Vessel","spells.magics-vessel.description":"The target gains a +1 status bonus to saving throws. Whenever you cast a spell from a slot, you Sustain this spell for free and the target gains resistance to damage from spells equal to that spell's rank until the start of your next turn.","spells.athletic-rush.name":"Athletic Rush","spells.athletic-rush.description":"You gain a +10-foot status bonus to Speed and a +2 status bonus to Athletics checks, and you can Stride, Leap, Climb or Swim as part of casting it.","spells.moonbeam.name":"Moonbeam","spells.moonbeam.description":"A ray of moonlight deals 2d6 fire damage (silver for weaknesses and resistances) on a hit with a spell attack, and the target is dazzled for 1 round; on a critical hit, double damage and dazzled for 1 minute.\n\n**Heightened (+1)** The damage increases by 1d6.","spells.vibrant-thorns.name":"Vibrant Thorns","spells.vibrant-thorns.description":"Thorns cover you: an adjacent creature that hits you with a melee attack, or any creature that hits you with an unarmed attack, takes 1 piercing damage, or 1d6 until the start of your next turn after you cast a vitality spell.\n\n**Heightened (+1)** 1 more damage, or 1d6 more.","spells.waking-nightmare.name":"Waking Nightmare","spells.waking-nightmare.description":"A terrifying vision: the target attempts a Will save. While frightened by this spell, it takes 1 more mental damage from each Strike that hits it.\n\n**Critical Success** Unaffected.\n\n**Success** Frightened 1.\n\n**Failure** Frightened 2; if asleep, it wakes and is paralyzed for 1 round.\n\n**Critical Failure** As failure, but frightened 3.\n\n**Heightened (+1)** The mental damage increases by 1.","spells.savor-the-sting.name":"Savor the Sting","spells.savor-the-sting.description":"You inflict pain: 1d4 mental damage and 1d4 persistent mental damage, by a Will save. While the persistent damage lasts, you gain a +1 status bonus to attack rolls and skill checks against the target.\n\n**Critical Success** Unaffected.\n\n**Success** Half damage, no persistent damage.\n\n**Failure** Full damage and persistent damage.\n\n**Critical Failure** Double damage and persistent damage.\n\n**Heightened (+1)** Both increase by 1d4.","spells.charming-touch.name":"Charming Touch","spells.charming-touch.description":"A creature that could find you attractive attempts a Will save (+4 circumstance bonus if you or your allies threatened it recently).\n\n**Critical Success** Unaffected, and it knows you tried.\n\n**Success** Unaffected, and it thinks the spell was harmless.\n\n**Failure** Its attitude toward you improves one step (friendly, or helpful if friendly), and it can't act with hostility against you; hostility from you ends the spell. You can Dismiss it.\n\n**Critical Failure** As failure, but helpful.","spells.perfected-mind.name":"Perfected Mind","spells.perfected-mind.description":"You attempt a new Will save against one mental effect on you that called for a Will save, keeping the new result unless it is worse. Once per effect.","spells.protectors-sacrifice.name":"Protector's Sacrifice","spells.protectors-sacrifice.description":"**Trigger** An ally within 30 feet takes damage.\n\nYou take 3 of the damage in its place, ignoring your immunities, weaknesses and resistances; the ally still suffers the effect's other consequences.\n\n**Heightened (+1)** 3 more.","spells.whispering-quiet.name":"Whispering Quiet","spells.whispering-quiet.description":"Voices in the area can't be heard more than 5 feet away without a Perception check against your spell DC, which can hinder auditory and linguistic effects; other sounds there are muffled too, except sonic ones.","spells.dazzling-flash.name":"Dazzling Flash","spells.dazzling-flash.description":"A blinding flash from your religious symbol: each creature in the cone attempts a Fortitude save.\n\n**Critical Success** Unaffected.\n\n**Success** Dazzled for 1 round.\n\n**Failure** Blinded for 1 round and dazzled for 1 minute; it can rub its eyes (Interact) to end the blindness.\n\n**Critical Failure** Blinded for 1 round and dazzled for 1 hour.\n\n**Heightened (3rd)** A 30-foot cone.","spells.agile-feet.name":"Agile Feet","spells.agile-feet.description":"You gain a +5-foot status bonus to Speed and ignore difficult terrain, and you can Step, Stride or Tumble Through as part of casting it (or Burrow, Climb, Fly or Swim with that Speed).","spells.sudden-shift.name":"Sudden Shift","spells.sudden-shift.description":"**Trigger** An enemy misses you with a melee attack.\n\nYou Step and become concealed until the end of your next turn.","spells.word-of-truth.name":"Word of Truth","spells.word-of-truth.description":"You state something you believe true, in 25 words or fewer; your deity's symbol shines above you and all who see and hear you know you believe it. You gain a +2 status bonus to Diplomacy checks while it lasts. You can Dismiss it, and it ends if you start to say something you don't believe.","spells.touch-of-obedience.name":"Touch of Obedience","spells.touch-of-obedience.description":"A living creature attempts a Will save, then is immune for 1 hour.\n\n**Critical Success** Unaffected.\n\n**Success** Stupefied 1 until the end of your next turn.\n\n**Failure** Stupefied 2 until the end of your next turn.\n\n**Critical Failure** Stupefied 2 for 1 minute, and it falls prone.","spells.touch-of-undeath.name":"Touch of Undeath","spells.touch-of-undeath.description":"1d6 void damage to a living creature, with a basic Fortitude save. On a failure, vitality effects heal it only half as much for 1 round (1 minute on a critical failure).\n\n**Heightened (+1)** The damage increases by 1d6.","spells.tidal-surge.name":"Tidal Surge","spells.tidal-surge.description":"A wave moves the target up to 10 feet along the ground or 20 feet through water. An unwilling target can attempt a Fortitude save, and isn't moved on a success.","spells.appearance-of-wealth.name":"Appearance of Wealth","spells.appearance-of-wealth.description":"An illusion of treasure fills the area. Each creature within 20 feet of it that wealth could tempt attempts a Will save; entering the area disbelieves it and ends the fascination.\n\n**Critical Success** Unaffected.\n\n**Success** Fascinated until it completes its first action on its next turn.\n\n**Failure** Fascinated.","spells.weapon-surge.name":"Weapon Surge","spells.weapon-surge.description":"Your next Strike with the weapon you wield before the start of your next turn gets a +1 status bonus to the attack roll and 1d6 more spirit damage, and gains the sanctified trait; the spell then ends.\n\n**Heightened (5th)** 2d6 spirit damage.\n\n**Heightened (9th)** 3d6 spirit damage.","fields.cleric.sanctification.name":"Sanctification","fields.cleric.doctrine.name":"Doctrine","situational.premonitionOfAvoidance.name":"Against a hazard (Premonition of Avoidance)","situational.symbolRaised.name":"Religious symbol raised (Raise Symbol)","situational.emblazonedWeapon.name":"With your emblazoned weapon (Emblazon Armament)","situational.divineWeapon.name":"After casting a divine spell from a slot this turn (Divine Weapon)","situational.divineWeaponOpposed.name":"Divine Weapon against a creature of the opposing sanctification","tags.trait.shadow.name":"Shadow","tags.trait.consecration.name":"Consecration","feats.cleric.advanced-domain.name":"Advanced Domain","feats.cleric.advanced-domain.description":"You gain the advanced domain spell of one of your domains whose initial domain spell you have, and 1 Focus Point. You can take this feat more than once, choosing a different advanced domain spell each time.","feats.cleric.advanced-domain.prerequisites.domain-initiate":"Domain Initiate","feats.cleric.advanced-domain.choices.domain.prompt":"Domain","feats.cleric.advanced-domain.choices.domain.options.air.name":"Air (Disperse into Air)","feats.cleric.advanced-domain.choices.domain.options.ambition.name":"Ambition (Competitive Edge)","feats.cleric.advanced-domain.choices.domain.options.cities.name":"Cities (Pulse of Civilization)","feats.cleric.advanced-domain.choices.domain.options.confidence.name":"Confidence (Delusional Pride)","feats.cleric.advanced-domain.choices.domain.options.creation.name":"Creation (Artistic Flourish)","feats.cleric.advanced-domain.choices.domain.options.darkness.name":"Darkness (Darkened Sight)","feats.cleric.advanced-domain.choices.domain.options.death.name":"Death (Eradicate Undeath)","feats.cleric.advanced-domain.choices.domain.options.destruction.name":"Destruction (Destructive Aura)","feats.cleric.advanced-domain.choices.domain.options.dreams.name":"Dreams (Dreamer's Call)","feats.cleric.advanced-domain.choices.domain.options.earth.name":"Earth (Localized Quake)","feats.cleric.advanced-domain.choices.domain.options.family.name":"Family (Unity)","feats.cleric.advanced-domain.choices.domain.options.fate.name":"Fate (Tempt Fate)","feats.cleric.advanced-domain.choices.domain.options.fire.name":"Fire (Flame Barrier)","feats.cleric.advanced-domain.choices.domain.options.freedom.name":"Freedom (Word of Freedom)","feats.cleric.advanced-domain.choices.domain.options.healing.name":"Healing (Rebuke Death)","feats.cleric.advanced-domain.choices.domain.options.indulgence.name":"Indulgence (Take its Course)","feats.cleric.advanced-domain.choices.domain.options.knowledge.name":"Knowledge (Know the Enemy)","feats.cleric.advanced-domain.choices.domain.options.luck.name":"Luck (Lucky Break)","feats.cleric.advanced-domain.choices.domain.options.magic.name":"Magic (Mystic Beacon)","feats.cleric.advanced-domain.choices.domain.options.might.name":"Might (Enduring Might)","feats.cleric.advanced-domain.choices.domain.options.moon.name":"Moon (Touch of the Moon)","feats.cleric.advanced-domain.choices.domain.options.nature.name":"Nature (Nature's Bounty)","feats.cleric.advanced-domain.choices.domain.options.nightmares.name":"Nightmares (Shared Nightmare)","feats.cleric.advanced-domain.choices.domain.options.pain.name":"Pain (Retributive Pain)","feats.cleric.advanced-domain.choices.domain.options.passion.name":"Passion (Captivating Adoration)","feats.cleric.advanced-domain.choices.domain.options.perfection.name":"Perfection (Perfected Body)","feats.cleric.advanced-domain.choices.domain.options.protection.name":"Protection (Protector's Sphere)","feats.cleric.advanced-domain.choices.domain.options.secrecy.name":"Secrecy (Safeguard Secret)","feats.cleric.advanced-domain.choices.domain.options.sun.name":"Sun (Vital Luminance)","feats.cleric.advanced-domain.choices.domain.options.travel.name":"Travel (Traveler's Transit)","feats.cleric.advanced-domain.choices.domain.options.trickery.name":"Trickery (Trickster's Twin)","feats.cleric.advanced-domain.choices.domain.options.truth.name":"Truth (Glimpse the Truth)","feats.cleric.advanced-domain.choices.domain.options.tyranny.name":"Tyranny (Commanding Lash)","feats.cleric.advanced-domain.choices.domain.options.undeath.name":"Undeath (Malignant Sustenance)","feats.cleric.advanced-domain.choices.domain.options.water.name":"Water (Downpour)","feats.cleric.advanced-domain.choices.domain.options.wealth.name":"Wealth (Precious Metals)","feats.cleric.advanced-domain.choices.domain.options.zeal.name":"Zeal (Zeal for Battle)","feats.cleric.advanced-domain.choices.domain.options.air.prerequisites.initial":"The air domain's initial domain spell","feats.cleric.advanced-domain.choices.domain.options.ambition.prerequisites.initial":"The ambition domain's initial domain spell","feats.cleric.advanced-domain.choices.domain.options.cities.prerequisites.initial":"The cities domain's initial domain spell","feats.cleric.advanced-domain.choices.domain.options.confidence.prerequisites.initial":"The confidence domain's initial domain spell","feats.cleric.advanced-domain.choices.domain.options.creation.prerequisites.initial":"The creation domain's initial domain spell","feats.cleric.advanced-domain.choices.domain.options.darkness.prerequisites.initial":"The darkness domain's initial domain spell","feats.cleric.advanced-domain.choices.domain.options.death.prerequisites.initial":"The death domain's initial domain spell","feats.cleric.advanced-domain.choices.domain.options.destruction.prerequisites.initial":"The destruction domain's initial domain spell","feats.cleric.advanced-domain.choices.domain.options.dreams.prerequisites.initial":"The dreams domain's initial domain spell","feats.cleric.advanced-domain.choices.domain.options.earth.prerequisites.initial":"The earth domain's initial domain spell","feats.cleric.advanced-domain.choices.domain.options.family.prerequisites.initial":"The family domain's initial domain spell","feats.cleric.advanced-domain.choices.domain.options.fate.prerequisites.initial":"The fate domain's initial domain spell","feats.cleric.advanced-domain.choices.domain.options.fire.prerequisites.initial":"The fire domain's initial domain spell","feats.cleric.advanced-domain.choices.domain.options.freedom.prerequisites.initial":"The freedom domain's initial domain spell","feats.cleric.advanced-domain.choices.domain.options.healing.prerequisites.initial":"The healing domain's initial domain spell","feats.cleric.advanced-domain.choices.domain.options.indulgence.prerequisites.initial":"The indulgence domain's initial domain spell","feats.cleric.advanced-domain.choices.domain.options.knowledge.prerequisites.initial":"The knowledge domain's initial domain spell","feats.cleric.advanced-domain.choices.domain.options.luck.prerequisites.initial":"The luck domain's initial domain spell","feats.cleric.advanced-domain.choices.domain.options.magic.prerequisites.initial":"The magic domain's initial domain spell","feats.cleric.advanced-domain.choices.domain.options.might.prerequisites.initial":"The might domain's initial domain spell","feats.cleric.advanced-domain.choices.domain.options.moon.prerequisites.initial":"The moon domain's initial domain spell","feats.cleric.advanced-domain.choices.domain.options.nature.prerequisites.initial":"The nature domain's initial domain spell","feats.cleric.advanced-domain.choices.domain.options.nightmares.prerequisites.initial":"The nightmares domain's initial domain spell","feats.cleric.advanced-domain.choices.domain.options.pain.prerequisites.initial":"The pain domain's initial domain spell","feats.cleric.advanced-domain.choices.domain.options.passion.prerequisites.initial":"The passion domain's initial domain spell","feats.cleric.advanced-domain.choices.domain.options.perfection.prerequisites.initial":"The perfection domain's initial domain spell","feats.cleric.advanced-domain.choices.domain.options.protection.prerequisites.initial":"The protection domain's initial domain spell","feats.cleric.advanced-domain.choices.domain.options.secrecy.prerequisites.initial":"The secrecy domain's initial domain spell","feats.cleric.advanced-domain.choices.domain.options.sun.prerequisites.initial":"The sun domain's initial domain spell","feats.cleric.advanced-domain.choices.domain.options.travel.prerequisites.initial":"The travel domain's initial domain spell","feats.cleric.advanced-domain.choices.domain.options.trickery.prerequisites.initial":"The trickery domain's initial domain spell","feats.cleric.advanced-domain.choices.domain.options.truth.prerequisites.initial":"The truth domain's initial domain spell","feats.cleric.advanced-domain.choices.domain.options.tyranny.prerequisites.initial":"The tyranny domain's initial domain spell","feats.cleric.advanced-domain.choices.domain.options.undeath.prerequisites.initial":"The undeath domain's initial domain spell","feats.cleric.advanced-domain.choices.domain.options.water.prerequisites.initial":"The water domain's initial domain spell","feats.cleric.advanced-domain.choices.domain.options.wealth.prerequisites.initial":"The wealth domain's initial domain spell","feats.cleric.advanced-domain.choices.domain.options.zeal.prerequisites.initial":"The zeal domain's initial domain spell","consumables.potion-of-acid-resistance-lesser.name":"Potion of Acid Resistance (Lesser)","consumables.potion-of-acid-resistance-lesser.description":"Resistance 5 to acid damage for 1 hour.","consumables.potion-of-cold-resistance-lesser.name":"Potion of Cold Resistance (Lesser)","consumables.potion-of-cold-resistance-lesser.description":"Resistance 5 to cold damage for 1 hour.","consumables.potion-of-electricity-resistance-lesser.name":"Potion of Electricity Resistance (Lesser)","consumables.potion-of-electricity-resistance-lesser.description":"Resistance 5 to electricity damage for 1 hour.","consumables.potion-of-fire-resistance-lesser.name":"Potion of Fire Resistance (Lesser)","consumables.potion-of-fire-resistance-lesser.description":"Resistance 5 to fire damage for 1 hour.","consumables.potion-of-sonic-resistance-lesser.name":"Potion of Sonic Resistance (Lesser)","consumables.potion-of-sonic-resistance-lesser.description":"Resistance 5 to sonic damage for 1 hour.","consumables.potion-of-acid-resistance-moderate.name":"Potion of Acid Resistance (Moderate)","consumables.potion-of-acid-resistance-moderate.description":"Resistance 10 to acid damage for 1 hour.","consumables.potion-of-cold-resistance-moderate.name":"Potion of Cold Resistance (Moderate)","consumables.potion-of-cold-resistance-moderate.description":"Resistance 10 to cold damage for 1 hour.","consumables.potion-of-electricity-resistance-moderate.name":"Potion of Electricity Resistance (Moderate)","consumables.potion-of-electricity-resistance-moderate.description":"Resistance 10 to electricity damage for 1 hour.","consumables.potion-of-fire-resistance-moderate.name":"Potion of Fire Resistance (Moderate)","consumables.potion-of-fire-resistance-moderate.description":"Resistance 10 to fire damage for 1 hour.","consumables.potion-of-sonic-resistance-moderate.name":"Potion of Sonic Resistance (Moderate)","consumables.potion-of-sonic-resistance-moderate.description":"Resistance 10 to sonic damage for 1 hour.","consumables.potion-of-acid-resistance-greater.name":"Potion of Acid Resistance (Greater)","consumables.potion-of-acid-resistance-greater.description":"Resistance 15 to acid damage for 1 hour.","consumables.potion-of-cold-resistance-greater.name":"Potion of Cold Resistance (Greater)","consumables.potion-of-cold-resistance-greater.description":"Resistance 15 to cold damage for 1 hour.","consumables.potion-of-electricity-resistance-greater.name":"Potion of Electricity Resistance (Greater)","consumables.potion-of-electricity-resistance-greater.description":"Resistance 15 to electricity damage for 1 hour.","consumables.potion-of-fire-resistance-greater.name":"Potion of Fire Resistance (Greater)","consumables.potion-of-fire-resistance-greater.description":"Resistance 15 to fire damage for 1 hour.","consumables.potion-of-sonic-resistance-greater.name":"Potion of Sonic Resistance (Greater)","consumables.potion-of-sonic-resistance-greater.description":"Resistance 15 to sonic damage for 1 hour.","consumables.absolute-solvent-lesser.name":"Absolute Solvent (Lesser)","consumables.absolute-solvent-lesser.description":"Activate (1 action): dissolves everlasting adhesive at once and tries to counteract other adhesives (rank 3, +9).","consumables.absolute-solvent-moderate.name":"Absolute Solvent (Moderate)","consumables.absolute-solvent-moderate.description":"Activate (1 action): dissolves everlasting adhesive at once and tries to counteract other adhesives (rank 6, +19).","consumables.absolute-solvent-greater.name":"Absolute Solvent (Greater)","consumables.absolute-solvent-greater.description":"Activate (1 action): dissolves everlasting adhesive at once and tries to counteract other adhesives (rank 9, +28).","consumables.alarm-snare.name":"Alarm Snare","consumables.alarm-snare.description":"When a Small or larger creature enters its square, it makes a noise heard within 100 to 500 feet (set when made).","consumables.alloy-orb-low-grade.name":"Alloy Orb (Low-Grade)","consumables.alloy-orb-low-grade.description":"Activate (1 action): the affixed metal weapon counts as cold iron or silver for 1 minute; it works on weapons of 8th level or lower.","consumables.alloy-orb-standard-grade.name":"Alloy Orb (Standard-Grade)","consumables.alloy-orb-standard-grade.description":"Activate (1 action): the affixed metal weapon counts as cold iron or silver for 1 minute; it works on weapons of 15th level or lower.","consumables.exquisite-alloy-orb-standard-grade.name":"Exquisite Alloy Orb (Standard-Grade)","consumables.exquisite-alloy-orb-standard-grade.description":"Activate (1 action): the affixed metal weapon counts as adamantine, cold iron or dawnsilver for 1 minute; it works on weapons of 15th level or lower.","consumables.alloy-orb-high-grade.name":"Alloy Orb (High-Grade)","consumables.alloy-orb-high-grade.description":"Activate (1 action): the affixed metal weapon counts as cold iron or silver for 1 minute; it works on weapons of any level.","consumables.exquisite-alloy-orb-high-grade.name":"Exquisite Alloy Orb (High-Grade)","consumables.exquisite-alloy-orb-high-grade.description":"Activate (1 action): the affixed metal weapon counts as adamantine, cold iron or dawnsilver for 1 minute; it works on weapons of any level.","consumables.antimagic-oil.name":"Antimagic Oil","consumables.antimagic-oil.description":"Activate (1 action): applied to armor, its wearer is immune to spells, magic items' effects and magical effects for 1 minute (not the armor's own magic or attackers' fundamental runes; sources of 20th level or higher still work).","consumables.antler-arrow.name":"Antler Arrow","consumables.antler-arrow.description":"Activate (1 action): on a hit, glowing antlers pin the target: DC 16 Reflex or stuck to a surface, as the bow critical specialization (DC 15 to pull free on a critical hit with that specialization).","consumables.balisse-feather.name":"Balisse Feather","consumables.balisse-feather.description":"Activate (free action) when you damage an unholy creature, or one you saw harm an ally or innocent within a minute: it must succeed at a DC 29 Will save or take a –2 status penalty to AC and saves and lose 5 of its resistances until the end of your next turn.","consumables.balisse-feather-greater.name":"Balisse Feather (Greater)","consumables.balisse-feather-greater.description":"Activate (free action) when you damage an unholy creature, or one you saw harm an ally or innocent within a minute: it must succeed at a DC 35 Will save or take a –2 status penalty to AC and saves and lose 10 of its resistances until the end of your next turn.","consumables.basilisk-eye.name":"Basilisk Eye","consumables.basilisk-eye.description":"Activate (free action) when you Shield Block a melee attack with the shield: the attacker must succeed at a DC 25 Fortitude save or be slowed 1 for 1 minute.","consumables.beacon-shot.name":"Beacon Shot","consumables.beacon-shot.description":"Activate (1 action): it sticks in the target and sparks for 1 minute: invisible, it is only hidden, and it isn't concealed. Pulling it out takes an Interact and a DC 20 Athletics check.","consumables.biting-snare.name":"Biting Snare","consumables.biting-snare.description":"Closes on the first creature to enter its square: 5d6 piercing damage (DC 21 Reflex); on a critical failure, double damage and a –10-foot status penalty to Speed until it recovers a Hit Point.","consumables.bleeding-spines-snare.name":"Bleeding Spines Snare","consumables.bleeding-spines-snare.description":"Spines stab a creature entering: 8d8 piercing and 2d8 persistent bleed damage (DC 31 basic Reflex), and again to anyone entering or ending a turn there for 1 minute.","consumables.bloodseeker-beak.name":"Bloodseeker Beak","consumables.bloodseeker-beak.description":"Activate (free action) when you hit an off-guard creature: 1d4 extra precision damage, and 1d4 persistent bleed damage if you dealt sneak attack damage.","consumables.bloodseeker-beak-greater.name":"Bloodseeker Beak (Greater)","consumables.bloodseeker-beak-greater.description":"Activate (free action) when you hit an off-guard creature: 2d4 extra precision damage, and 2d4 persistent bleed damage if you dealt sneak attack damage.","consumables.bomb-snare.name":"Bomb Snare","consumables.bomb-snare.description":"Three moderate alchemical bombs of one kind explode on the creature that triggers it and those adjacent (DC 24 Reflex): three times one bomb's direct damage, halved on a success; on a failure, also the bomb's other effects; double on a critical failure.","consumables.bombers-eye-elixir-lesser.name":"Bomber's Eye Elixir (Lesser)","consumables.bombers-eye-elixir-lesser.description":"For 5 minutes, your alchemical bomb Strikes reduce the target's circumstance bonus to AC from cover by 1.","consumables.bombers-eye-elixir-greater.name":"Bomber's Eye Elixir (Greater)","consumables.bombers-eye-elixir-greater.description":"For 5 minutes, your alchemical bomb Strikes reduce the target's circumstance bonus to AC from cover by 2.","consumables.bottled-catharsis-minor.name":"Bottled Catharsis (Minor)","consumables.bottled-catharsis-minor.description":"It tries to counteract each emotion effect on you and each effect making you stupefied (rank 1, +6).","consumables.bottled-catharsis-lesser.name":"Bottled Catharsis (Lesser)","consumables.bottled-catharsis-lesser.description":"It tries to counteract each emotion effect on you and each effect making you stupefied (rank 2, +8).","consumables.bottled-catharsis-moderate.name":"Bottled Catharsis (Moderate)","consumables.bottled-catharsis-moderate.description":"It tries to counteract each emotion effect on you and each effect making you stupefied (rank 4, +14).","consumables.bottled-catharsis-greater.name":"Bottled Catharsis (Greater)","consumables.bottled-catharsis-greater.description":"It tries to counteract each emotion effect on you and each effect making you stupefied (rank 6, +19).","consumables.bottled-catharsis-major.name":"Bottled Catharsis (Major)","consumables.bottled-catharsis-major.description":"It tries to counteract each emotion effect on you and each effect making you stupefied (rank 9, +28).","consumables.bravos-brew-lesser.name":"Bravo's Brew (Lesser)","consumables.bravos-brew-lesser.description":"For 1 hour, a +1 item bonus to Will saves, +2 against fear.","consumables.bravos-brew-moderate.name":"Bravo's Brew (Moderate)","consumables.bravos-brew-moderate.description":"For 1 hour, a +2 item bonus to Will saves, +3 against fear.","consumables.bravos-brew-greater.name":"Bravo's Brew (Greater)","consumables.bravos-brew-greater.description":"For 1 hour, a +3 item bonus to Will saves, +4 against fear. A success against fear is a critical success.","consumables.bronze-bull-pendant.name":"Bronze Bull Pendant","consumables.bronze-bull-pendant.description":"Activate (1 action): Shove with a +1 item bonus; the target moves 10 feet on a success, 20 on a critical success.","consumables.caltrop-snare.name":"Caltrop Snare","consumables.caltrop-snare.description":"Flings caltrops into its square or an adjacent one (set when made); a creature there attempts the Acrobatics check at once.","consumables.candle-of-revealing.name":"Candle of Revealing","consumables.candle-of-revealing.description":"Activate (1 action): lit for 1 minute, invisible creatures within 10 feet are only concealed.","consumables.candle-of-truth.name":"Candle of Truth","consumables.candle-of-truth.description":"Activate (1 action): lit for 10 minutes; creatures within 10 feet take a –4 status penalty to Lie, and each must succeed at a DC 26 Will save on entering or be unable to lie there.","consumables.cats-eye-elixir.name":"Cat's Eye Elixir","consumables.cats-eye-elixir.description":"For 1 minute, against creatures within 30 feet: no flat check to target concealed ones, and DC 5 to target hidden ones.","consumables.climbing-bolt.name":"Climbing Bolt","consumables.climbing-bolt.description":"When it hits a solid surface, it becomes a 50-foot rope fastened there (Interact and DC 20 Athletics to pull free).","consumables.comprehension-elixir-lesser.name":"Comprehension Elixir (Lesser)","consumables.comprehension-elixir-lesser.description":"For 1 minute, you understand words you read in a common language (codes still need Decipher Writing).","consumables.comprehension-elixir-greater.name":"Comprehension Elixir (Greater)","consumables.comprehension-elixir-greater.description":"For 10 minutes, you understand words you read in a common language (codes still need Decipher Writing).","consumables.cooling-elixir-lesser.name":"Cooling Elixir (Lesser)","consumables.cooling-elixir-lesser.description":"For 24 hours, protection from severe heat.","consumables.cooling-elixir-moderate.name":"Cooling Elixir (Moderate)","consumables.cooling-elixir-moderate.description":"For 24 hours, protection from severe heat and extreme heat.","consumables.cooling-elixir-greater.name":"Cooling Elixir (Greater)","consumables.cooling-elixir-greater.description":"For 24 hours, protection from severe heat, extreme and incredible heat.","consumables.corrosive-ammunition.name":"Corrosive Ammunition","consumables.corrosive-ammunition.description":"Activate (1 action): on a hit, the target's armor takes 1d8 persistent acid damage ignoring Hardness at the end of its turns (or the target does, unarmored), until wiped off or the armor breaks.","consumables.crying-angel-pendant.name":"Crying Angel Pendant","consumables.crying-angel-pendant.description":"Activate (2 actions): Administer First Aid with a +1 item bonus; a success stabilizes with 1 Hit Point and consciousness, or stops the bleeding.","consumables.dazing-coil.name":"Dazing Coil","consumables.dazing-coil.description":"Activate (free action) when you damage an off-guard creature: it must succeed at a DC 31 Will save or be stunned 1 (stunned 2 on a critical failure).","consumables.deadweight-snare.name":"Deadweight Snare","consumables.deadweight-snare.description":"Magnetic weights drag at the triggering creature (DC 18 Reflex): a –1 status penalty to attack rolls for 1 round on a success, –2 for 1 minute on a failure (until it Escapes, DC 18), and it drops held metal items on a critical failure.","consumables.disintegration-bolt.name":"Disintegration Bolt","consumables.disintegration-bolt.description":"Activate (1 action): the target it hits is subjected to disintegrate (DC 34 Fortitude); a critical hit makes the save one degree worse.","consumables.dispelling-sliver.name":"Dispelling Sliver","consumables.dispelling-sliver.description":"Activate (free action) when your Strike damages a target: try to counteract one spell on it (+29, as 8th-rank dispel magic); with Dispelling Slice, every spell on it.","consumables.dragon-turtle-scale.name":"Dragon Turtle Scale","consumables.dragon-turtle-scale.description":"Activate (1 action; trained in Athletics): a swim Speed equal to half your land Speed for 1 minute.","consumables.dragon-turtle-scale-greater.name":"Dragon Turtle Scale (Greater)","consumables.dragon-turtle-scale-greater.description":"Activate (1 action; trained in Athletics): a swim Speed equal to your land Speed for 1 minute.","consumables.dust-of-corpse-animation.name":"Dust of Corpse Animation","consumables.dust-of-corpse-animation.description":"Activate (2 actions): pour it on a corpse to raise a skeleton or zombie of level 3 or lower as your minion (two actions when you Command it).","consumables.dust-of-corpse-animation-greater.name":"Dust of Corpse Animation (Greater)","consumables.dust-of-corpse-animation-greater.description":"Activate (2 actions): pour it on a corpse to raise a skeleton or zombie of level 11 or lower as your minion (two actions when you Command it).","consumables.effervescent-ampoule.name":"Effervescent Ampoule","consumables.effervescent-ampoule.description":"Activate (1 action; trained in Acrobatics): until the end of your turn, you move over water and other liquids as if solid, without triggering pressure plates.","consumables.elixir-of-gender-transformation-lesser.name":"Elixir of Gender Transformation (Lesser)","consumables.elixir-of-gender-transformation-lesser.description":"Changes secondary sex characteristics as formulated: taken weekly, over a year or more.","consumables.elixir-of-gender-transformation-moderate.name":"Elixir of Gender Transformation (Moderate)","consumables.elixir-of-gender-transformation-moderate.description":"Changes secondary sex characteristics as formulated: taken monthly, over a year.","consumables.elixir-of-gender-transformation-greater.name":"Elixir of Gender Transformation (Greater)","consumables.elixir-of-gender-transformation-greater.description":"Changes secondary sex characteristics as formulated: taken once, over 6 months.","consumables.elixir-of-rejuvenation.name":"Elixir of Rejuvenation","consumables.elixir-of-rejuvenation.description":"You are restored to your maximum Hit Points and every affliction of 20th level or lower ends; given to a creature dead a week or less, it returns to life with 1 Hit Point and no daily resources.","consumables.emerald-grasshopper.name":"Emerald Grasshopper","consumables.emerald-grasshopper.description":"Activate (1 action; trained in Athletics): Leap up to 40 feet across and 10 up, then drift down harmlessly at 60 feet per round.","consumables.emerald-grasshopper-greater.name":"Emerald Grasshopper (Greater)","consumables.emerald-grasshopper-greater.description":"Activate (1 action; trained in Athletics): Leap up to 100 feet across and 30 up, then drift down harmlessly at 60 feet per round. Your other Leaps this turn work the same way.","consumables.energy-breath-potion-lesser.name":"Energy Breath Potion (Lesser)","consumables.energy-breath-potion-lesser.description":"For 1 hour, Energy Breath (1 action; then not for 1d4 rounds): 4d6 damage of the potion's energy (DC 23 basic save) in a 30-foot line (acid, electricity; Reflex) or a 15-foot cone (cold, fire: Reflex; sonic: Fortitude).","consumables.energy-breath-potion-moderate.name":"Energy Breath Potion (Moderate)","consumables.energy-breath-potion-moderate.description":"For 1 hour, Energy Breath (1 action; then not for 1d4 rounds): 6d6 damage of the potion's energy (DC 29 basic save) in a 30-foot line (acid, electricity; Reflex) or a 15-foot cone (cold, fire: Reflex; sonic: Fortitude).","consumables.energy-breath-potion-greater.name":"Energy Breath Potion (Greater)","consumables.energy-breath-potion-greater.description":"For 1 hour, Energy Breath (1 action; then not for 1d4 rounds): 10d6 damage of the potion's energy (DC 37 basic save) in a 30-foot line (acid, electricity; Reflex) or a 15-foot cone (cold, fire: Reflex; sonic: Fortitude).","consumables.engulfing-snare.name":"Engulfing Snare","consumables.engulfing-snare.description":"A cage springs up on the first creature to enter: 10d8 piercing damage (DC 34 Reflex): half and off-guard on a success; on a failure, full damage, prone and caged (immobilized; Escape DC 34 or break the cage); double on a critical failure.","consumables.everlasting-adhesive.name":"Everlasting Adhesive","consumables.everlasting-adhesive.description":"Activate (1 minute): bonds two surfaces of up to a square foot almost inseparably (DC 50 Athletics to part them).","consumables.explosive-ammunition.name":"Explosive Ammunition","consumables.explosive-ammunition.description":"Activate (1 action): on a hit, it explodes in a 10-foot burst: 6d6 fire damage to each creature there, target included (DC 25 basic Reflex).","consumables.explosive-ammunition-greater.name":"Explosive Ammunition (Greater)","consumables.explosive-ammunition-greater.description":"Activate (1 action): on a hit, it explodes in a 10-foot burst: 10d6 fire damage to each creature there, target included (DC 30 basic Reflex).","consumables.eye-of-apprehension.name":"Eye of Apprehension","consumables.eye-of-apprehension.description":"Activate (free action; master in Perception), before rolling Perception for initiative: roll twice and take the higher.","consumables.fade-band.name":"Fade Band","consumables.fade-band.description":"Activate (free action; trained in Stealth) when an attack misses you: it casts 2nd-rank invisibility on you.","consumables.fear-gem.name":"Fear Gem","consumables.fear-gem.description":"Activate (2 actions): a melee Strike; a damaging hit makes the target frightened 1 (2 on a critical hit), one more with Intimidating Strike.","consumables.feather-step-stone.name":"Feather Step Stone","consumables.feather-step-stone.description":"Activate (free action; trained in Acrobatics) when you Stride or Step: ignore difficult and greater difficult terrain until the end of your turn.","consumables.flame-navette.name":"Flame Navette","consumables.flame-navette.description":"Activate (1 action, one a day): gain the fighter's Determination (counteract rank 8, +22, or yours if better).","consumables.flare-snare.name":"Flare Snare","consumables.flare-snare.description":"When a Small or larger creature enters, a flare shoots into the sky, visible for miles.","consumables.flying-blade-wheel-snare.name":"Flying Blade Wheel Snare","consumables.flying-blade-wheel-snare.description":"A wheel of blades launches at the creature entering: a Strike at +35 for 8d8 slashing damage; once a turn, an Interact within 120 feet flies it 60 feet toward the creature to Strike again, for 1 minute.","consumables.forensic-dye.name":"Forensic Dye","consumables.forensic-dye.description":"Activate it with a sample (blood, mud); for 10 minutes, brushed on an object or a 5-foot square, it shows traces matching the sample.","consumables.freezing-ammunition.name":"Freezing Ammunition","consumables.freezing-ammunition.description":"Activate (1 action): the target it hits must succeed at a DC 19 Fortitude save or be slowed 1 for 1 round (1 minute on a critical failure).","consumables.frozen-lava.name":"Frozen Lava","consumables.frozen-lava.description":"Activate (1 action): once thrown (Interact) within 70 feet, it detonates as a fireball: 5d6 fire damage (DC 21 basic Reflex). Unthrown by your next turn, it goes off on you.","consumables.frozen-lava-level-7.name":"Frozen Lava (Level 7)","consumables.frozen-lava-level-7.description":"Activate (1 action): once thrown (Interact) within 70 feet, it detonates as a fireball: 7d6 fire damage (DC 25 basic Reflex). Unthrown by your next turn, it goes off on you.","consumables.frozen-lava-level-9.name":"Frozen Lava (Level 9)","consumables.frozen-lava-level-9.description":"Activate (1 action): once thrown (Interact) within 70 feet, it detonates as a fireball: 9d6 fire damage (DC 27 basic Reflex). Unthrown by your next turn, it goes off on you.","consumables.frozen-lava-level-11.name":"Frozen Lava (Level 11)","consumables.frozen-lava-level-11.description":"Activate (1 action): once thrown (Interact) within 70 feet, it detonates as a fireball: 11d6 fire damage (DC 30 basic Reflex). Unthrown by your next turn, it goes off on you.","consumables.frozen-lava-level-13.name":"Frozen Lava (Level 13)","consumables.frozen-lava-level-13.description":"Activate (1 action): once thrown (Interact) within 70 feet, it detonates as a fireball: 13d6 fire damage (DC 32 basic Reflex). Unthrown by your next turn, it goes off on you.","consumables.frozen-lava-level-15.name":"Frozen Lava (Level 15)","consumables.frozen-lava-level-15.description":"Activate (1 action): once thrown (Interact) within 70 feet, it detonates as a fireball: 15d6 fire damage (DC 36 basic Reflex). Unthrown by your next turn, it goes off on you.","consumables.frozen-lava-level-17.name":"Frozen Lava (Level 17)","consumables.frozen-lava-level-17.description":"Activate (1 action): once thrown (Interact) within 70 feet, it detonates as a fireball: 17d6 fire damage (DC 39 basic Reflex). Unthrown by your next turn, it goes off on you.","consumables.frozen-lava-level-19.name":"Frozen Lava (Level 19)","consumables.frozen-lava-level-19.description":"Activate (1 action): once thrown (Interact) within 70 feet, it detonates as a fireball: 19d6 fire damage (DC 43 basic Reflex). Unthrown by your next turn, it goes off on you.","consumables.gallows-tooth.name":"Gallows Tooth","consumables.gallows-tooth.description":"Activate (1 action): a melee Strike against an adjacent creature, which is off-guard against it and until the end of your turn.","consumables.gecko-potion.name":"Gecko Potion","consumables.gecko-potion.description":"For 5 minutes, a +1 item bonus to Climb, to Palm an Object and to your Reflex DC against Disarm.","consumables.ghost-ammunition.name":"Ghost Ammunition","consumables.ghost-ammunition.description":"Has the ghost touch rune and passes through obstacles except those that stop incorporeal things, ignoring cover (not concealment). It returns to its quiver 1d4 nights later.","consumables.ghost-dust.name":"Ghost Dust","consumables.ghost-dust.description":"Activate (1 action; trained in Stealth): it casts 4th-rank invisibility on you; then you may Stride or Step (or use another Speed you have).","consumables.ghost-ink.name":"Ghost Ink","consumables.ghost-ink.description":"Ink that turns invisible a minute after writing and glows red near heat (or another light, as formulated).","consumables.glow-rod.name":"Glow Rod","consumables.glow-rod.description":"Activate (1 action): struck, it sheds bright light 20 feet (dim 40 more) for 6 hours.","consumables.grasping-snare.name":"Grasping Snare","consumables.grasping-snare.description":"Vines hold the first creature to enter (DC 26 Reflex): a –5-foot status penalty to Speed for 1 minute on a success; immobilized for 1 round and then the penalty on a failure; immobilized for 1 minute on a critical failure (each until it Escapes, DC 26).","consumables.grim-trophy.name":"Grim Trophy","consumables.grim-trophy.description":"Activate (1 action): Demoralize up to two targets with one Intimidation check.","consumables.grim-trophy-greater.name":"Grim Trophy (Greater)","consumables.grim-trophy-greater.description":"Activate (1 action): Demoralize up to three targets with one Intimidation check.","consumables.hail-of-arrows-snare.name":"Hail of Arrows Snare","consumables.hail-of-arrows-snare.description":"Arrows blanket a 20-foot radius around it: 18d6 piercing damage (DC 37 basic Reflex).","consumables.hampering-snare.name":"Hampering Snare","consumables.hampering-snare.description":"Its square and three adjacent ones become difficult terrain for 1d4 rounds when the first creature enters (an Interact clears a square).","consumables.hobbling-snare.name":"Hobbling Snare","consumables.hobbling-snare.description":"Cinches the triggering creature (DC 20 Reflex): a –5-foot status penalty to Speed for 1 minute on a success, –10 on a failure, –20 on a critical failure, until it Escapes (DC 18).","consumables.holy-water.name":"Holy Water","consumables.holy-water.description":"Thrown as a Strike (simple thrown weapon, 20 feet): 1d6 spirit damage and 1 spirit splash damage, only to unholy creatures.","consumables.hunters-bane.name":"Hunter's Bane","consumables.hunters-bane.description":"Activate (free action; trained in Survival) when a hidden or undetected enemy hits you: you sense its location (hidden becomes observed, undetected becomes hidden).","consumables.incense-of-distilled-death.name":"Incense of Distilled Death","consumables.incense-of-distilled-death.description":"Activate (1 action): lit for 1 minute, undead in a 10-foot emanation gain fast healing 4.","consumables.instant-evisceration-snare.name":"Instant Evisceration Snare","consumables.instant-evisceration-snare.description":"An arsenal of blades strikes the creature entering: 18d8 piercing damage (DC 42 basic Reflex).","consumables.invisibility-potion.name":"Invisibility Potion","consumables.invisibility-potion.description":"You gain the effects of 2nd-rank invisibility.","consumables.iron-cube.name":"Iron Cube","consumables.iron-cube.description":"Activate (2 actions): a melee Strike; on a damaging hit, try to Trip the target (no free hand needed with a two-handed weapon), dealing 2d6 bludgeoning damage if it falls prone.","consumables.iron-cudgel.name":"Iron Cudgel","consumables.iron-cudgel.description":"Activate (1 action): use Brutal Finish, as the fighter feat (with it, one more weapon die on a success or failure).","consumables.iron-equalizer.name":"Iron Equalizer","consumables.iron-equalizer.description":"Activate (1 action): use Certain Strike, as the fighter feat (with it, a failure deals the weapon's normal damage).","consumables.iron-medallion.name":"Iron Medallion","consumables.iron-medallion.description":"Activate (free action) before a Will save against fear: a +2 status bonus to it and other saves against fear for 1 minute; a failure on it is a success and a critical failure a failure.","consumables.jade-bauble.name":"Jade Bauble","consumables.jade-bauble.description":"Activate (1 action): enemies within the affixed weapon's reach are off-guard until the start of your next turn.","consumables.jade-cat.name":"Jade Cat","consumables.jade-cat.description":"Activate (free action; trained in Acrobatics) when you fall or Balance: for 1 minute, falls are 20 feet shorter, Balance doesn't make you off-guard, and narrow surfaces and uneven ground aren't difficult terrain.","consumables.marking-snare.name":"Marking Snare","consumables.marking-snare.description":"Dye or scent marks a creature entering (DC 17 Reflex), giving a +2 circumstance bonus to Track it for 24 hours; blinded until the end of its next turn on a critical failure.","consumables.marvelous-miniature-campfire.name":"Marvelous Miniature (Campfire)","consumables.marvelous-miniature-campfire.description":"Activate (1 action): it becomes a campfire that burns 8 hours untended.","consumables.marvelous-miniature-ladder.name":"Marvelous Miniature (Ladder)","consumables.marvelous-miniature-ladder.description":"Activate (1 action): it becomes a 20-foot wooden ladder for good.","consumables.marvelous-miniature-chest.name":"Marvelous Miniature (Chest)","consumables.marvelous-miniature-chest.description":"Activate (1 action): it becomes a chest holding 10 Bulk; closed, it turns into a key that can turn it back into the chest once more.","consumables.marvelous-miniature-horse.name":"Marvelous Miniature (Horse)","consumables.marvelous-miniature-horse.description":"Activate (1 action): it becomes a riding horse that can't attack, for 8 hours.","consumables.marvelous-miniature-boat.name":"Marvelous Miniature (Boat)","consumables.marvelous-miniature-boat.description":"Activate (1 action), tossed into a large body of water: it becomes a cutter for 1 day.","consumables.matchstick.name":"Matchstick","consumables.matchstick.description":"Ignite it and light a flammable object in one Interact; it burns for 1 round.","consumables.mending-lattice.name":"Mending Lattice","consumables.mending-lattice.description":"Activate (free action; trained in Crafting) when the affixed item would take damage: negate it and fully repair the item.","consumables.mesmerizing-opal.name":"Mesmerizing Opal","consumables.mesmerizing-opal.description":"Activate (1 action): Feint; a success is a critical success and a critical failure a failure.","consumables.mistform-elixir-lesser.name":"Mistform Elixir (Lesser)","consumables.mistform-elixir-lesser.description":"You are concealed for 3 rounds (not to Hide or Sneak while your position is obvious).","consumables.mistform-elixir-moderate.name":"Mistform Elixir (Moderate)","consumables.mistform-elixir-moderate.description":"You are concealed for 1 minute (not to Hide or Sneak while your position is obvious).","consumables.mistform-elixir-greater.name":"Mistform Elixir (Greater)","consumables.mistform-elixir-greater.description":"You are concealed for 5 minutes (not to Hide or Sneak while your position is obvious).","consumables.monkey-pin.name":"Monkey Pin","consumables.monkey-pin.description":"Activate (1 action): Climb with a +1 item bonus; this turn, a successful Climb moves your full Speed and a critical failure is a failure.","consumables.mudrock-snare.name":"Mudrock Snare","consumables.mudrock-snare.description":"The first creature to enter sinks in hardening mud (DC 29 Fortitude): a –5-foot circumstance penalty to Speed for 1 minute on a success; stunned 2 and –10 feet on a failure; stunned 3 and immobilized for 1 minute on a critical failure (until it Escapes, DC 27).","consumables.mummified-bat.name":"Mummified Bat","consumables.mummified-bat.description":"Activate (1 action): for 1 minute, no flat check against concealed creatures, a DC 5 flat check against hidden ones, and hidden creatures don't make you off-guard.","consumables.murderers-knot.name":"Murderer's Knot","consumables.murderers-knot.description":"Activate (free action) when you damage an off-guard creature with a Strike: 1d6 persistent bleed damage (your sneak attack damage with Twist the Knife), and it is off-guard while it bleeds.","consumables.nauseating-snare.name":"Nauseating Snare","consumables.nauseating-snare.description":"Foul substances splash the first creature to enter (DC 24 Fortitude): sickened 1 on a success, 2 on a failure, 3 on a critical failure.","consumables.nectar-of-purification.name":"Nectar of Purification","consumables.nectar-of-purification.description":"Activate (1 action): poured on food or drink, it casts 1st-rank cleanse cuisine on it.","consumables.oak-potion.name":"Oak Potion","consumables.oak-potion.description":"You gain the effects of 2nd-rank oaken resilience for 10 minutes.","consumables.obfuscation-oil.name":"Obfuscation Oil","consumables.obfuscation-oil.description":"Activate (1 action): an item of 3 Bulk or less becomes undetectable to detection, revelation and scrying magic of 8th rank or lower, until acid removes the oil.","consumables.oil-of-animation.name":"Oil of Animation","consumables.oil-of-animation.description":"Activate (1 action): a melee weapon gains the animated rune until a failed flat check makes it fall.","consumables.oil-of-dynamism.name":"Oil of Dynamism","consumables.oil-of-dynamism.description":"Activate (1 action): spread on an object, it animates as an animated object of level 3 or lower for 1 minute, a minion you Command (once as part of the activation).","consumables.oil-of-dynamism-greater.name":"Oil of Dynamism (Greater)","consumables.oil-of-dynamism-greater.description":"Activate (1 action): spread on an object, it animates as an animated object of level 11 or lower for 1 minute, a minion you Command (once as part of the activation).","consumables.oil-of-keen-edges.name":"Oil of Keen Edges","consumables.oil-of-keen-edges.description":"Activate (1 action): a piercing or slashing melee weapon gains the keen rune for 1 minute.","consumables.oil-of-mending.name":"Oil of Mending","consumables.oil-of-mending.description":"Applied to an item, it casts 2nd-rank mending on it.","consumables.oil-of-potency.name":"Oil of Potency","consumables.oil-of-potency.description":"Activate (1 action): for 1 minute, a weapon becomes a +1 striking weapon, or armor becomes +1 resilient armor.","consumables.oil-of-potency-greater.name":"Oil of Potency (Greater)","consumables.oil-of-potency-greater.description":"Activate (1 action): for 1 minute, a weapon becomes a +2 greater striking weapon, or armor becomes +2 greater resilient armor.","consumables.oil-of-potency-major.name":"Oil of Potency (Major)","consumables.oil-of-potency-major.description":"Activate (1 action): for 1 minute, a weapon becomes a +3 major striking weapon, or armor becomes +3 major resilient armor.","consumables.oil-of-repulsion.name":"Oil of Repulsion","consumables.oil-of-repulsion.description":"Activate (1 action): for 1 minute, a creature that hits the armor's wearer with a melee Strike must save (DC 28 Fortitude) or be pushed 10 feet (and knocked prone on a critical failure).","consumables.oil-of-revelation.name":"Oil of Revelation","consumables.oil-of-revelation.description":"Activate (1 action): the first creature the coated weapon damages glows for 1 minute: invisible, it is only hidden, and lighting doesn't conceal it. The oil fades after an hour unused.","consumables.oil-of-unlife-minor.name":"Oil of Unlife (Minor)","consumables.oil-of-unlife-minor.description":"Activate (1 action): an undead creature or one with void healing regains 1d8 Hit Points.","consumables.oil-of-unlife-lesser.name":"Oil of Unlife (Lesser)","consumables.oil-of-unlife-lesser.description":"Activate (1 action): an undead creature or one with void healing regains 2d8+5 Hit Points.","consumables.oil-of-unlife-moderate.name":"Oil of Unlife (Moderate)","consumables.oil-of-unlife-moderate.description":"Activate (1 action): an undead creature or one with void healing regains 3d8+10 Hit Points.","consumables.oil-of-unlife-greater.name":"Oil of Unlife (Greater)","consumables.oil-of-unlife-greater.description":"Activate (1 action): an undead creature or one with void healing regains 6d8+20 Hit Points.","consumables.oil-of-unlife-major.name":"Oil of Unlife (Major)","consumables.oil-of-unlife-major.description":"Activate (1 action): an undead creature or one with void healing regains 8d8+30 Hit Points.","consumables.oil-of-weightlessness.name":"Oil of Weightlessness","consumables.oil-of-weightlessness.description":"Activate (1 action): an item of 1 Bulk or less has negligible Bulk for 1 hour.","consumables.oil-of-weightlessness-greater.name":"Oil of Weightlessness (Greater)","consumables.oil-of-weightlessness-greater.description":"Activate (1 action): an item of 2 Bulk or less has negligible Bulk for 8 hours.","consumables.omnidirectional-spear-snare.name":"Omnidirectional Spear Snare","consumables.omnidirectional-spear-snare.description":"Spears strike the creature entering from every side: 15d8 piercing damage (DC 37 basic Reflex).","consumables.onyx-panther.name":"Onyx Panther","consumables.onyx-panther.description":"Activate (1 action): Sneak with a +1 item bonus at your full Speed, as are your other Sneaks this turn.","consumables.panacea.name":"Panacea","consumables.panacea.description":"It tries to counteract every curse and disease affecting you, and blinded and deafened from spells (rank 7, +20).","consumables.penetrating-ammunition.name":"Penetrating Ammunition","consumables.penetrating-ammunition.description":"Activate (1 action): the Strike is a 60-foot line; one attack roll against each target's AC, ignoring 10 resistance and thin walls; each target damaged takes 1d6 persistent bleed damage.","consumables.philosophers-stone.name":"Philosopher's Stone","consumables.philosophers-stone.description":"Made monthly by an alchemist with Craft Philosopher's Stone; broken open (DC 35 Force Open), its quicksilver turns an infused true elixir of life into an elixir of rejuvenation, or base metals into silver and gold over downtime.","consumables.potency-crystal.name":"Potency Crystal","consumables.potency-crystal.description":"Activate (free action) before an attack with the affixed weapon: it is a +1 striking weapon until the end of the turn.","consumables.potency-crystal-greater.name":"Potency Crystal (Greater)","consumables.potency-crystal-greater.description":"Activate (free action) before an attack with the affixed weapon: it is a +2 greater striking weapon until the end of the turn.","consumables.potency-crystal-major.name":"Potency Crystal (Major)","consumables.potency-crystal-major.description":"Activate (free action) before an attack with the affixed weapon: it is a +3 major striking weapon until the end of the turn.","consumables.potion-of-disguise-lesser.name":"Potion of Disguise (Lesser)","consumables.potion-of-disguise-lesser.description":"You look like a specific creature type, set when made, for 2d12 hours (rolled secretly), without its abilities; it can shrink you to Small.","consumables.potion-of-disguise-moderate.name":"Potion of Disguise (Moderate)","consumables.potion-of-disguise-moderate.description":"You look like a specific creature type, set when made, for 2d12 hours (rolled secretly), without its abilities; it can shrink you to Small. It can also make you up to Large or as small as Tiny.","consumables.potion-of-disguise-greater.name":"Potion of Disguise (Greater)","consumables.potion-of-disguise-greater.description":"You look like a specific creature type, set when made, for 2d12 hours (rolled secretly), without its abilities; it can shrink you to Small. Picture a specific form and you take it, and can Impersonate a specific individual.","consumables.potion-of-emergency-escape.name":"Potion of Emergency Escape","consumables.potion-of-emergency-escape.description":"For 1 minute you are fleeing from hostile creatures you know of, with a +40-foot status bonus to your Speeds while fleeing; you Stride at once.","consumables.potion-of-flying.name":"Potion of Flying","consumables.potion-of-flying.description":"A 40-foot fly Speed for 1 minute.","consumables.potion-of-flying-greater.name":"Potion of Flying (Greater)","consumables.potion-of-flying-greater.description":"A 40-foot fly Speed for 1 hour.","consumables.potion-of-leaping.name":"Potion of Leaping","consumables.potion-of-leaping.description":"For 1 minute, whenever you Leap you gain the effect of 1st-rank jump.","consumables.potion-of-quickness.name":"Potion of Quickness","consumables.potion-of-quickness.description":"You gain the effects of haste for 1 minute.","consumables.potion-of-retaliation-minor.name":"Potion of Retaliation (Minor)","consumables.potion-of-retaliation-minor.description":"For 1 minute, a creature touching you takes 1 damage of the potion's energy (acid, cold, electricity or fire).","consumables.potion-of-retaliation-lesser.name":"Potion of Retaliation (Lesser)","consumables.potion-of-retaliation-lesser.description":"For 1 minute, a creature touching you takes 1d4 damage of the potion's energy (acid, cold, electricity or fire).","consumables.potion-of-retaliation-moderate.name":"Potion of Retaliation (Moderate)","consumables.potion-of-retaliation-moderate.description":"For 1 minute, a creature touching you takes 2d4 damage of the potion's energy (acid, cold, electricity or fire), as does an adjacent creature hitting you with a melee weapon.","consumables.potion-of-retaliation-greater.name":"Potion of Retaliation (Greater)","consumables.potion-of-retaliation-greater.description":"For 1 minute, a creature touching you takes 3d6 damage of the potion's energy (acid, cold, electricity or fire), as does an adjacent creature hitting you with a melee weapon.","consumables.potion-of-retaliation-major.name":"Potion of Retaliation (Major)","consumables.potion-of-retaliation-major.description":"For 1 minute, a creature touching you takes 4d8 damage of the potion's energy (acid, cold, electricity or fire), as does an adjacent creature hitting you with a melee weapon.","consumables.potion-of-shared-memories.name":"Potion of Shared Memories","consumables.potion-of-shared-memories.description":"Holds one memory of about a minute placed in it; the drinker remembers it as their own (or refuses).","consumables.potion-of-swimming.name":"Potion of Swimming","consumables.potion-of-swimming.description":"A swim Speed equal to your land Speed for 10 minutes.","consumables.potion-of-swimming-greater.name":"Potion of Swimming (Greater)","consumables.potion-of-swimming-greater.description":"A swim Speed equal to your land Speed for 1 hour.","consumables.potion-of-truespeech.name":"Potion of Truespeech","consumables.potion-of-truespeech.description":"For 4 hours, you speak and understand every language (not written).","consumables.potion-of-undetectability.name":"Potion of Undetectability","consumables.potion-of-undetectability.description":"For 10 minutes, detection effects can't find you (as hidden mind, without its bonus), and you have 4th-rank invisibility that defeats see the unseen of 8th rank or lower and has DC 36 against truesight.","consumables.potion-of-water-breathing.name":"Potion of Water Breathing","consumables.potion-of-water-breathing.description":"You gain the effects of 2nd-rank water breathing for 1 hour.","consumables.predators-claw.name":"Predator's Claw","consumables.predators-claw.description":"Activate (free action) when you critically hit with the affixed weapon: the Strike gains the weapon's critical specialization effect.","consumables.ration-tonic.name":"Ration Tonic","consumables.ration-tonic.description":"Nourishes you as a day's food and water.","consumables.ration-tonic-greater.name":"Ration Tonic (Greater)","consumables.ration-tonic-greater.description":"Nourishes you as a day's food and water, for 1 week.","consumables.rending-snare.name":"Rending Snare","consumables.rending-snare.description":"Spinning jaws clamp the first creature to enter: 10d8 piercing damage (DC 34 Reflex): half and off-guard on a success; full, 2d6 persistent bleed and clumsy 2 for 1 round on a failure; double, 4d6 persistent bleed and clumsy 2 for 1 minute on a critical failure.","consumables.runestone.name":"Runestone","consumables.runestone.description":"A stone prepared to hold one rune, which can be transferred to an item (the stone then cracks); its Price adds the rune's.","consumables.salve-of-antiparalysis.name":"Salve of Antiparalysis","consumables.salve-of-antiparalysis.description":"Activate (1 action): counteract a creature's magical paralysis (rank 3, +22).","consumables.salve-of-antiparalysis-greater.name":"Salve of Antiparalysis (Greater)","consumables.salve-of-antiparalysis-greater.description":"Activate (1 action): counteract a creature's magical paralysis (rank 6, +31). A petrified creature returns to normal.","consumables.savior-spike.name":"Savior Spike","consumables.savior-spike.description":"Activate (free action) before you roll to Grab an Edge: a +1 item bonus; a success is a critical success and a critical failure a failure.","consumables.scything-blade-snare.name":"Scything Blade Snare","consumables.scything-blade-snare.description":"Scything blades slice the creature entering: 10d8 slashing damage (DC 32 basic Reflex).","consumables.sea-touch-elixir-lesser.name":"Sea Touch Elixir (Lesser)","consumables.sea-touch-elixir-lesser.description":"A 20-foot swim Speed for 10 minutes.","consumables.sea-touch-elixir-moderate.name":"Sea Touch Elixir (Moderate)","consumables.sea-touch-elixir-moderate.description":"A 20-foot swim Speed for 1 hour, and you breathe underwater.","consumables.sea-touch-elixir-greater.name":"Sea Touch Elixir (Greater)","consumables.sea-touch-elixir-greater.description":"A 20-foot swim Speed for 24 hours, and you breathe underwater.","consumables.serum-of-sex-shift.name":"Serum of Sex Shift","consumables.serum-of-sex-shift.description":"Your body takes on the sexual characteristics you choose, healthily and permanently; another serum can change them again.","consumables.shark-tooth-charm.name":"Shark Tooth Charm","consumables.shark-tooth-charm.description":"Activate (1 action): Escape using Acrobatics with a +1 item bonus; a success is a critical success and a critical failure a failure. Failing against a grabbing creature makes it release you or take 2d8 piercing damage.","consumables.shielding-salve.name":"Shielding Salve","consumables.shielding-salve.description":"Activate (1 action): the creature or object gains a +1 circumstance bonus to AC for 1 round; the first physical attack or force barrage to hit it that round has 5 damage prevented, ending it.","consumables.shining-ammunition.name":"Shining Ammunition","consumables.shining-ammunition.description":"Sheds bright light 20 feet (dim 20 more) for 10 minutes once shot, and sticks to a target it hits, which sheds the light.","consumables.shrinking-potion.name":"Shrinking Potion","consumables.shrinking-potion.description":"After 1 minute, you gain the effects of shrink for 10 minutes.","consumables.shrinking-potion-greater.name":"Shrinking Potion (Greater)","consumables.shrinking-potion-greater.description":"At once, you gain the effects of 4th-rank shrink for 1 hour, and a +2 item bonus to Stealth while shrunken.","consumables.signaling-snare.name":"Signaling Snare","consumables.signaling-snare.description":"Disturbed terrain shows whoever knows to look that a creature of the right size entered its square.","consumables.silver-salve.name":"Silver Salve","consumables.silver-salve.description":"Activate: coat one weapon or 10 pieces of ammunition; for 1 hour it counts as silver for its physical damage.","consumables.skinstitch-salve.name":"Skinstitch Salve","consumables.skinstitch-salve.description":"Administer Stitch (1 action): Administer First Aid without a healer's toolkit, with a +2 item bonus or Medicine +13. Stitch Wounds (free action, when you Treat Wounds or use Battle Medicine): a +2 item bonus, and a success is a critical success.","consumables.slumber-arrow.name":"Slumber Arrow","consumables.slumber-arrow.description":"Activate (1 action): deals no damage; a living creature hit must succeed at a DC 17 Will save or take a –5-foot status penalty to its Speeds for 1 round (and be slowed 1 on a critical failure).","consumables.smoke-ball-lesser.name":"Smoke Ball (Lesser)","consumables.smoke-ball-lesser.description":"Activate (1 action): a 5-foot burst of smoke at a corner of your space for 1 minute; creatures inside are concealed, and others are concealed to them.","consumables.smoke-ball-greater.name":"Smoke Ball (Greater)","consumables.smoke-ball-greater.description":"Activate (1 action): a 20-foot burst of smoke at a corner of your space for 1 minute; creatures inside are concealed, and others are concealed to them.","consumables.snagging-hook-snare.name":"Snagging Hook Snare","consumables.snagging-hook-snare.description":"Hooks snag the first creature to enter: 5d8 piercing and 5d8 slashing damage (DC 29 basic Reflex); immobilized until it Escapes (DC 29) on a critical failure.","consumables.snake-oil.name":"Snake Oil","consumables.snake-oil.description":"Activate (1 action): for 1 hour, a wound or symptom on a creature looks and feels gone, though its effects remain (DC 17 Perception with a Seek to notice).","consumables.sneaky-key.name":"Sneaky Key","consumables.sneaky-key.description":"Activate (1 action; trained in Thievery): a +1 status bonus to Pick a Lock for 1 minute, and your first success counts as one more success.","consumables.spellstrike-ammunition-type-i.name":"Spellstrike Ammunition (Type I)","consumables.spellstrike-ammunition-type-i.description":"Activate (2 actions, Cast a Spell): cast a spell of rank 1 or lower that takes 1 or 2 actions and can target a creature into it; the creature it hits is the spell's only target (your attack roll for a spell attack, your spell DC for a save).","consumables.spellstrike-ammunition-type-ii.name":"Spellstrike Ammunition (Type II)","consumables.spellstrike-ammunition-type-ii.description":"Activate (2 actions, Cast a Spell): cast a spell of rank 2 or lower that takes 1 or 2 actions and can target a creature into it; the creature it hits is the spell's only target (your attack roll for a spell attack, your spell DC for a save).","consumables.spellstrike-ammunition-type-iii.name":"Spellstrike Ammunition (Type III)","consumables.spellstrike-ammunition-type-iii.description":"Activate (2 actions, Cast a Spell): cast a spell of rank 3 or lower that takes 1 or 2 actions and can target a creature into it; the creature it hits is the spell's only target (your attack roll for a spell attack, your spell DC for a save).","consumables.spellstrike-ammunition-type-iv.name":"Spellstrike Ammunition (Type IV)","consumables.spellstrike-ammunition-type-iv.description":"Activate (2 actions, Cast a Spell): cast a spell of rank 4 or lower that takes 1 or 2 actions and can target a creature into it; the creature it hits is the spell's only target (your attack roll for a spell attack, your spell DC for a save).","consumables.spellstrike-ammunition-type-v.name":"Spellstrike Ammunition (Type V)","consumables.spellstrike-ammunition-type-v.description":"Activate (2 actions, Cast a Spell): cast a spell of rank 5 or lower that takes 1 or 2 actions and can target a creature into it; the creature it hits is the spell's only target (your attack roll for a spell attack, your spell DC for a save).","consumables.spellstrike-ammunition-type-vi.name":"Spellstrike Ammunition (Type VI)","consumables.spellstrike-ammunition-type-vi.description":"Activate (2 actions, Cast a Spell): cast a spell of rank 6 or lower that takes 1 or 2 actions and can target a creature into it; the creature it hits is the spell's only target (your attack roll for a spell attack, your spell DC for a save).","consumables.spellstrike-ammunition-type-vii.name":"Spellstrike Ammunition (Type VII)","consumables.spellstrike-ammunition-type-vii.description":"Activate (2 actions, Cast a Spell): cast a spell of rank 7 or lower that takes 1 or 2 actions and can target a creature into it; the creature it hits is the spell's only target (your attack roll for a spell attack, your spell DC for a save).","consumables.spellstrike-ammunition-type-viii.name":"Spellstrike Ammunition (Type VIII)","consumables.spellstrike-ammunition-type-viii.description":"Activate (2 actions, Cast a Spell): cast a spell of rank 8 or lower that takes 1 or 2 actions and can target a creature into it; the creature it hits is the spell's only target (your attack roll for a spell attack, your spell DC for a save).","consumables.spellstrike-ammunition-type-ix.name":"Spellstrike Ammunition (Type IX)","consumables.spellstrike-ammunition-type-ix.description":"Activate (2 actions, Cast a Spell): cast a spell of rank 9 or lower that takes 1 or 2 actions and can target a creature into it; the creature it hits is the spell's only target (your attack roll for a spell attack, your spell DC for a save).","consumables.spike-snare.name":"Spike Snare","consumables.spike-snare.description":"Hidden spikes deal 2d8 piercing damage to the creature entering (DC 17 basic Reflex).","consumables.spirit-bulb.name":"Spirit Bulb","consumables.spirit-bulb.description":"Activate (2 actions): eat it to cast 5th-rank plant form on yourself, or plant it to cast 5th-rank summon plant or fungus there.","consumables.spirit-bulb-greater.name":"Spirit Bulb (Greater)","consumables.spirit-bulb-greater.description":"Activate (2 actions): eat it to cast 6th-rank plant form on yourself, or plant it to cast 6th-rank summon plant or fungus there.","consumables.spirit-bulb-major.name":"Spirit Bulb (Major)","consumables.spirit-bulb-major.description":"Activate (2 actions): eat it to cast 7th-rank plant form on yourself, or plant it to cast 7th-rank summon plant or fungus there.","consumables.stalker-bane-snare.name":"Stalker Bane Snare","consumables.stalker-bane-snare.description":"Powder clings to the creature entering (DC 20 Reflex): invisible, it is hidden rather than undetected on a success, concealed on a failure, and blinded until the end of its next turn too on a critical failure.","consumables.stone-bullet.name":"Stone Bullet","consumables.stone-bullet.description":"Activate (1 action): a creature hit is subjected to 6th-rank petrify (DC 34).","consumables.stone-fist-elixir.name":"Stone Fist Elixir","consumables.stone-fist-elixir.description":"For 1 hour, your fists deal 1d6 bludgeoning damage and lose the nonlethal trait.","consumables.storm-arrow.name":"Storm Arrow","consumables.storm-arrow.description":"Activate (1 action): on a hit, lightning deals 3d12 electricity damage (DC 25 Reflex, 27 from a shock-runed weapon): half on a success; on a failure, full and buffeting winds (–2 to ranged attacks, –10 feet of fly Speed for 1 round); double on a critical failure.","consumables.striking-snare.name":"Striking Snare","consumables.striking-snare.description":"Stones or stakes strike the creature entering: 9d8 bludgeoning or piercing damage (set when made; DC 26 basic Reflex).","consumables.stunning-snare.name":"Stunning Snare","consumables.stunning-snare.description":"A bash disorients the first creature to enter: 10d6 bludgeoning damage (DC 32 Reflex): half, off-guard 1 round and stunned 1 on a success; full, off-guard 1 round and stunned 2 on a failure; double, off-guard 1 minute and stunned 4 on a critical failure.","consumables.surging-serum-minor.name":"Surging Serum (Minor)","consumables.surging-serum-minor.description":"It tries to counteract each effect making you clumsy or enfeebled (rank 1, +6).","consumables.surging-serum-lesser.name":"Surging Serum (Lesser)","consumables.surging-serum-lesser.description":"It tries to counteract each effect making you clumsy or enfeebled (rank 2, +8).","consumables.surging-serum-moderate.name":"Surging Serum (Moderate)","consumables.surging-serum-moderate.description":"It tries to counteract each effect making you clumsy or enfeebled (rank 4, +14).","consumables.surging-serum-greater.name":"Surging Serum (Greater)","consumables.surging-serum-greater.description":"It tries to counteract each effect making you clumsy or enfeebled (rank 6, +19).","consumables.surging-serum-major.name":"Surging Serum (Major)","consumables.surging-serum-major.description":"It tries to counteract each effect making you clumsy or enfeebled (rank 9, +28).","consumables.swift-block-cabochon.name":"Swift Block Cabochon","consumables.swift-block-cabochon.description":"Activate (reaction) when you take damage from a physical attack without the shield raised: Shield Block with it, with 5 more Hardness; the shield stays raised.","consumables.taper-of-sanctification.name":"Taper of Sanctification","consumables.taper-of-sanctification.description":"Activate (1 action): lit for 1 hour; a willing creature who prays near it for the hour gains the candle's holy or unholy trait on its Strikes until its next daily preparations.","consumables.terrifying-ammunition.name":"Terrifying Ammunition","consumables.terrifying-ammunition.description":"Activate (1 action): a creature it damages attempts a DC 20 Will save: frightened 1 on a success; on a failure frightened 1 that can't go below 1 until it spends an action to calm down; frightened 2 that way on a critical failure.","consumables.tiger-menuki.name":"Tiger Menuki","consumables.tiger-menuki.description":"Activate (free action) when you Strike with the affixed weapon: it gains forceful and sweep for 1 minute.","consumables.time-shield-potion.name":"Time Shield Potion","consumables.time-shield-potion.description":"You are frozen outside time for 2d4 rounds: you can't act or be targeted, are immune to everything, and effects on you pause.","consumables.timeless-salts.name":"Timeless Salts","consumables.timeless-salts.description":"Activate (1 action): an object up to 10 cubic feet and 40 Bulk (a corpse included) is preserved for 1 week.","consumables.tricky-liniment.name":"Tricky Liniment","consumables.tricky-liniment.description":"Activate (1 action): applied to armor, for 8 hours a +2 item bonus to Acrobatics checks to Escape or Squeeze.","consumables.trident-of-lightning.name":"Trident of Lightning","consumables.trident-of-lightning.description":"Activate (2 actions): hurl it to shatter into a 4th-rank lightning bolt from your space (5d12 electricity damage, DC 25 basic Reflex).","consumables.trident-of-lightning.options.use.name":"Hurl the trident","consumables.trip-snare.name":"Trip Snare","consumables.trip-snare.description":"A trip wire catches a Medium or smaller creature entering (DC 21 Reflex): off-guard on a success, prone on a failure, prone and 1d6 bludgeoning on a critical failure.","consumables.truesight-potion.name":"Truesight Potion","consumables.truesight-potion.description":"You gain 7th-rank truesight with a counteract modifier of +25.","consumables.truth-potion.name":"Truth Potion","consumables.truth-potion.description":"For 10 minutes you can't lie; attempt a DC 19 Will save (you may fail on purpose): on a critical failure you must also answer questions truthfully unless you succeed at a save each time.","consumables.unholy-water.name":"Unholy Water","consumables.unholy-water.description":"Thrown as a Strike (simple thrown weapon, 20 feet): 1d6 spirit damage and 1 spirit splash damage, only to holy creatures.","consumables.vanishing-coin.name":"Vanishing Coin","consumables.vanishing-coin.description":"Activate (free action; trained in Stealth) before rolling Stealth for initiative: it casts 2nd-rank invisibility on you until the end of your next turn.","consumables.vine-arrow.name":"Vine Arrow","consumables.vine-arrow.description":"Activate (1 action): the target it hits takes a –10-foot circumstance penalty to its Speeds for 2d4 rounds or until it Escapes (DC 19); immobilized too on a critical hit.","consumables.viper-arrow.name":"Viper Arrow","consumables.viper-arrow.description":"Activate (1 action): after it hits, it becomes a viper whose venom affects the target; the summoned viper acts at the end of your turn for 1 minute.","consumables.vipers-fang.name":"Viper's Fang","consumables.vipers-fang.description":"Activate (reaction; master with the weapon) when a creature in reach manipulates, moves or makes a ranged attack: a melee Strike with no multiple attack penalty that disrupts a manipulate action on a critical hit; a hit exposes it to viper fang venom (DC 32 Fortitude; 3d10 poison damage and enfeebled 1).","consumables.witchwarg-elixir-lesser.name":"Witchwarg Elixir (Lesser)","consumables.witchwarg-elixir-lesser.description":"For 24 hours, protection from severe cold.","consumables.witchwarg-elixir-moderate.name":"Witchwarg Elixir (Moderate)","consumables.witchwarg-elixir-moderate.description":"For 24 hours, protection from severe cold and extreme cold.","consumables.witchwarg-elixir-greater.name":"Witchwarg Elixir (Greater)","consumables.witchwarg-elixir-greater.description":"For 24 hours, protection from severe cold, extreme and incredible cold.","consumables.wolf-fang.name":"Wolf Fang","consumables.wolf-fang.description":"Activate (free action) when you Trip a foe: it takes bludgeoning damage equal to your Strength modifier.","feats.druid.deimatic-display.name":"Deimatic Display","feats.druid.deimatic-display.description":"One action. Demoralize each enemy within 30 feet with one Intimidation roll (visual, not auditory, no language penalty): +2 circumstance against animals, fungi and plants, -2 against others. Each is immune for 1 minute.","feats.druid.deimatic-display.prerequisites.intimidation":"Trained in Intimidation","feats.druid.ferocious-shape.name":"Ferocious Shape","feats.druid.ferocious-shape.description":"Untamed form can take dinosaur form's shapes, and a shape with its own Athletics modifier gets a +1 status bonus to Athletics.","feats.druid.ferocious-shape.prerequisites.untamed-form":"Untamed Form","feats.druid.fey-caller.name":"Fey Caller","feats.druid.fey-caller.description":"Illusory disguise, illusory object and illusory scene join your spell list as primal spells.","feats.druid.floral-restoration.name":"Floral Restoration","feats.druid.floral-restoration.description":"One action (healing, vitality), once a day, in at least a 15-foot square of healthy plants: you regain 1 Focus Point and 4d8 Hit Points (1d8 more at 9th level and every 2 levels after); that patch can't do it again for 24 hours.","feats.druid.floral-restoration.prerequisites.order":"Leaf order","feats.druid.incredible-companion-druid.name":"Incredible Companion (Druid)","feats.druid.incredible-companion-druid.description":"Your animal companion becomes nimble or savage.","feats.druid.incredible-companion-druid.prerequisites.mature-animal-companion-druid":"Mature Animal Companion (Druid)","feats.druid.raise-menhir.name":"Raise Menhir","feats.druid.raise-menhir.description":"Two actions, once per hour. A monument rises in an unoccupied square within 30 feet (difficult terrain): choose arcane, divine or occult, and creatures within 15 feet gain a +2 status bonus to saves against effects with that trait. It lasts 1 round; Sustain it up to 1 minute.","feats.druid.soaring-shape.name":"Soaring Shape","feats.druid.soaring-shape.description":"Untamed form can take aerial form's bat and bird shapes (the wasp with Insect Shape, the pterosaur with Ferocious Shape), and a shape with its own Acrobatics modifier gets +1 status to Acrobatics.","feats.druid.soaring-shape.prerequisites.untamed-form":"Untamed Form","feats.druid.wind-caller.prerequisites.order":"Storm order","feats.druid.elemental-shape.name":"Elemental Shape","feats.druid.elemental-shape.description":"Untamed form can take elemental form's shapes, and while polymorphed by it you have resistance 5 to fire.","feats.druid.elemental-shape.prerequisites.untamed-form":"Untamed Form","feats.druid.healing-transformation.name":"Healing Transformation","feats.druid.healing-transformation.description":"One action, spellshape. If your next action casts a non-cantrip polymorph spell on one creature, it also heals 1d6 per spell rank.","feats.druid.plant-shape.name":"Plant Shape","feats.druid.plant-shape.description":"With untamed form, you can take plant form's shapes and have resistance 5 to poison while polymorphed by it; without it, you can cast plant form once a day at your highest rank.","feats.druid.plant-shape.prerequisites.order":"Leaf order or Untamed Form","feats.druid.primal-howl.name":"Primal Howl","feats.druid.primal-howl.description":"Your companion gains an advanced maneuver, once per hour: 1d6 sonic per 2 of its levels in a 30-foot cone (basic Fortitude save against your spell DC), frightened 1 on a failure, 2 on a critical failure.","feats.druid.primal-howl.prerequisites.incredible-companion-druid":"Incredible Companion (Druid)","feats.druid.pristine-weapon.name":"Pristine Weapon","feats.druid.pristine-weapon.description":"Your verdant weapon counts as cold iron and silver; a critical hit on a creature weak to either deals 1d6 persistent bleed damage.","feats.druid.pristine-weapon.prerequisites.verdant-weapon":"Verdant Weapon","feats.druid.side-by-side-druid.name":"Side by Side (Druid)","feats.druid.side-by-side-druid.description":"You and your animal companion flank a foe you are both adjacent to, wherever you stand.","feats.druid.side-by-side-druid.prerequisites.animal-companion":"Animal Companion","feats.druid.thunderclap-spell.name":"Thunderclap Spell","feats.druid.thunderclap-spell.description":"One action, spellshape. If your next action casts an electricity spell without a duration that calls for saves, creatures that fail their Reflex save are deafened for 1 round, and those that critically fail are also knocked prone.","feats.druid.thunderclap-spell.prerequisites.order":"Storm order","feats.druid.dragon-shape.name":"Dragon Shape","feats.druid.dragon-shape.description":"Untamed form can take dragon form's shapes, and while polymorphed by it you have resistance 5 to bludgeoning or poison (your choice).","feats.druid.dragon-shape.prerequisites.soaring-shape":"Soaring Shape","feats.druid.garland-spell.name":"Garland Spell","feats.druid.garland-spell.description":"One action, spellshape. If your next action casts a fungus or plant spell, a 10-foot burst in its range fills with thorns or poisonous vines for 1 minute: difficult and hazardous terrain dealing 2d6 piercing or poison to a creature entering or ending its turn there (once a turn; 3d6 at 16th level, 4d6 at 20th); you and your familiar are immune.","feats.druid.garland-spell.prerequisites.order":"Leaf order","feats.druid.primal-focus.name":"Primal Focus","feats.druid.primal-focus.description":"When you Refocus, you refill your focus pool.","feats.druid.wandering-oasis.name":"Wandering Oasis","feats.druid.wandering-oasis.description":"You and allies within 60 feet are protected from severe heat and cold (extreme too, if you are legendary in Survival).","feats.druid.wandering-oasis.prerequisites.survival":"Master in Survival","feats.druid.reactive-transformation.name":"Reactive Transformation","feats.druid.reactive-transformation.description":"Reaction. Cast untamed form into a shape of your prerequisite feats as the danger calls for, its resistances applying: falling 10 feet (aerial form), bludgeoning or poison damage (a resisting primal dragon), fire damage (a fire elemental), poison damage (plant form).","feats.druid.reactive-transformation.prerequisites.untamed-form":"Untamed Form","feats.druid.reactive-transformation.prerequisites.shape":"Dragon Shape, Elemental Shape, Plant Shape, or Soaring Shape","feats.druid.sow-spell.name":"Sow Spell","feats.druid.sow-spell.description":"One action, spellshape. If your next action casts a 1- or 2-action spell, it is planted in an adjacent square (decisions made now): within 10 minutes it sprouts as a reaction when a creature enters its space or an adjacent square. One at a time; Perception against your spell DC notices it.","feats.druid.specialized-companion-druid.name":"Specialized Companion (Druid)","feats.druid.specialized-companion-druid.description":"Your animal companion gains a specialization of your choice.","feats.druid.specialized-companion-druid.prerequisites.incredible-companion-druid":"Incredible Companion (Druid)","feats.druid.timeless-nature.name":"Timeless Nature","feats.druid.timeless-nature.description":"You stop aging, and gain a +2 status bonus to saves against diseases and primal magic.","feats.druid.verdant-metamorphosis.name":"Verdant Metamorphosis","feats.druid.verdant-metamorphosis.description":"You become a plant version of yourself (the plant trait, losing traits like humanoid) and gain Verdant Rest: become a tree (one with plants, AC 30); 10 minutes in sunlight restores half your Hit Points, and a daily rest in it restores all and ends drained, enfeebled, clumsy, stupefied and poisons and diseases of 19th level or lower.","feats.druid.verdant-metamorphosis.prerequisites.order":"Leaf order","feats.druid.impaling-briars.prerequisites.order":"Leaf order","feats.druid.monstrosity-shape.name":"Monstrosity Shape","feats.druid.monstrosity-shape.description":"Untamed form can take monstrosity form's cave worm and sea serpent shapes (the phoenix with Soaring Shape).","feats.druid.monstrosity-shape.prerequisites.untamed-form":"Untamed Form","feats.druid.uplifting-winds.name":"Uplifting Winds","feats.druid.uplifting-winds.description":"When you fly and cast an air or electricity spell, you gain a +10 status bonus to your fly Speed and can immediately Fly half your Speed.","feats.druid.uplifting-winds.prerequisites.order":"Storm order","feats.druid.perfect-form-control.name":"Perfect Form Control","feats.druid.perfect-form-control.description":"Untamed form from Form Control lasts indefinitely (you can still Dismiss it).","feats.druid.perfect-form-control.prerequisites.form-control":"Form Control","feats.druid.perfect-form-control.prerequisites.strength":"Strength +4","feats.druid.primal-aegis.name":"Primal Aegis","feats.druid.primal-aegis.description":"You and allies within 30 feet have resistance equal to your Wisdom modifier to acid, cold, electricity, fire, vitality and void damage.","feats.druid.hierophants-power.name":"Hierophant's Power","feats.druid.hierophants-power.description":"You gain one more 10th-rank spell slot.","feats.druid.ley-line-conduit.name":"Ley Line Conduit","feats.druid.ley-line-conduit.description":"One action, once per minute, spellshape. If your next action casts a spell of 5th rank or lower without a duration, the prepared spell is not expended.","feats.druid.true-shapeshifter.name":"True Shapeshifter","feats.druid.true-shapeshifter.description":"Once a day you can cast nature incarnate unprepared, as a kaiju (a green man with Plant Shape), and you can True Shapeshift (concentrate): while under untamed form, change to any other of its shapes (the shorter duration remains).","feats.druid.true-shapeshifter.prerequisites.dragon-shape":"Dragon Shape","feats.druid.true-shapeshifter.prerequisites.untamed-form":"Untamed Form","classes.druid.name":"Druid","classes.druid.description":"A primal caster who serves nature. Key attribute: Wisdom. 8 Hit Points plus Constitution per level. Trained in Perception, Fortitude and Reflex, expert in Will; trained in simple weapons and unarmed attacks; trained in light and medium armor and unarmored defense; trained in the druid class DC and in spell attacks and spell DCs. Trained in Nature, your order's skill, and 2 skills plus Intelligence. You prepare primal spells with Wisdom: five cantrips, and two spells of each rank you can cast (three from the next level).","classes.druid.choices.order.prompt":"Druidic order","classes.druid.choices.voice-of-nature.prompt":"Voice of nature: Animal Empathy or Plant Empathy","classes.druid.choices.skills.prompt":"Trained skills (2 plus Intelligence)","classes.druid.choices.class-feat.prompt":"Druid feat (level {slot})","classes.druid.choices.skill-feat.prompt":"Skill feat (level {slot})","classes.druid.orders.animal.name":"Animal Order","classes.druid.orders.animal.description":"Trained in Athletics. You gain the Animal Companion feat and the heal animal order spell. Anathema: wanton cruelty to animals, or killing them needlessly (defending yourself and hunting cleanly for food are allowed).","classes.druid.orders.leaf.name":"Leaf Order","classes.druid.orders.leaf.description":"Trained in Diplomacy. You gain the Leshy Familiar feat and the cornucopia order spell. Anathema: wanton cruelty to plants or fungi, or killing them needlessly (defending yourself and harvesting to survive are allowed).","classes.druid.orders.storm.name":"Storm Order","classes.druid.orders.storm.description":"Trained in Acrobatics. You gain the Storm Born feat and the tempest surge order spell. Anathema: polluting the air, or letting those who cause great air pollution or shifts in the climate go unpunished (you needn't act against harm that is only possible, nor throw yourself against a clearly stronger foe).","classes.druid.orders.untamed.name":"Untamed Order","classes.druid.orders.untamed.description":"Trained in Intimidation. You gain the Untamed Form feat and the untamed shift order spell. Anathema: becoming fully tamed by the comforts of civilization (you may buy goods and stay in towns, but never come to depend on them or make a settlement your home).","classes.druid.current-spell.name":"Current Spell","classes.druid.current-spell.description":"A +1 circumstance bonus to AC until the start of your next turn.","features.druid.anathema.name":"Anathema","features.druid.anathema.description":"Anathema to every druid: despoiling natural places, using more natural resources than you need to live comfortably, and teaching Druidic to anyone who isn't a druid. Your order adds its own. If you commit them repeatedly, you lose your druid spellcasting and your order's benefits until you atone.","features.druid.druidic-order.name":"Druidic Order","features.druid.druidic-order.description":"Your order gives you a skill, a druid feat and an order spell. Order spells are focus spells: each costs a Focus Point, is heightened to half your level rounded up, and can't be cast with spell slots. Your focus pool starts at 1 Focus Point (one more per focus spell, up to 3); daily preparations refill it, and Refocus (10 minutes tending to nature) regains 1.","features.druid.shield-block.name":"Shield Block","features.druid.shield-block.description":"You gain the Shield Block general feat.","features.druid.druidic.name":"Druidic","features.druid.druidic.description":"You know Druidic, the druids' secret language, which sounds like animal calls and is written in spirals and fractals.","features.druid.perception-expertise.name":"Perception Expertise","features.druid.perception-expertise.description":"Your Perception proficiency becomes expert.","features.druid.fortitude-expertise.name":"Fortitude Expertise","features.druid.fortitude-expertise.description":"Your Fortitude proficiency becomes expert.","features.druid.reflex-expertise.name":"Reflex Expertise","features.druid.reflex-expertise.description":"Your Reflex proficiency becomes expert.","features.druid.expert-spellcaster.name":"Expert Spellcaster","features.druid.expert-spellcaster.description":"Your spell attack and spell DC proficiency becomes expert.","features.druid.weapon-expertise.name":"Weapon Expertise","features.druid.weapon-expertise.description":"Expert in simple weapons and unarmed attacks.","features.druid.wild-willpower.name":"Wild Willpower","features.druid.wild-willpower.description":"Your Will proficiency becomes master. A success on a Will save is a critical success.","features.druid.medium-armor-expertise.name":"Medium Armor Expertise","features.druid.medium-armor-expertise.description":"Expert in light and medium armor and unarmored defense.","features.druid.weapon-specialization.name":"Weapon Specialization","features.druid.weapon-specialization.description":"+2 damage with weapons and unarmed attacks you are expert in, +3 if master, +4 if legendary.","features.druid.master-spellcaster.name":"Master Spellcaster","features.druid.master-spellcaster.description":"Your spell attack and spell DC proficiency becomes master.","features.druid.legendary-spellcaster.name":"Legendary Spellcaster","features.druid.legendary-spellcaster.description":"Your spell attack and spell DC proficiency becomes legendary.","features.druid.primal-hierophant.name":"Primal Hierophant","features.druid.primal-hierophant.description":"You gain one 10th-rank spell slot. Abilities that give more slots or cast spells without spending a slot can't use it.","feats.druid.animal-companion.name":"Animal Companion","feats.druid.animal-companion.description":"A young animal companion travels with you and obeys your simple commands.","feats.druid.animal-companion.prerequisites.animal-order":"Animal order","feats.druid.animal-empathy.name":"Animal Empathy","feats.druid.animal-empathy.description":"You can ask animals questions, understand their answers and use Diplomacy with them; wild animals usually give you time to make your case.","feats.druid.plant-empathy.name":"Plant Empathy","feats.druid.plant-empathy.description":"You can ask plants and fungi questions, understand their answers and use Diplomacy with them.","feats.druid.leshy-familiar.name":"Leshy Familiar","feats.druid.leshy-familiar.description":"You gain a Tiny leshy familiar with your choice of the plant or fungus familiar ability, which doesn't count toward its usual abilities.","feats.druid.leshy-familiar.prerequisites.leaf-order":"Leaf order","feats.druid.storm-born.name":"Storm Born","feats.druid.storm-born.description":"Weather doesn't give you circumstance penalties to ranged spell attacks or Perception checks, and your targeted spells need no flat check against a target that weather conceals.","feats.druid.storm-born.prerequisites.storm-order":"Storm order","feats.druid.untamed-form.name":"Untamed Form","feats.druid.untamed-form.description":"You gain the untamed form order spell, whose shapes other druid feats add to.","feats.druid.untamed-form.prerequisites.untamed-order":"Untamed order","feats.druid.verdant-weapon.name":"Verdant Weapon","feats.druid.verdant-weapon.description":"Over 10 minutes you imprint a seed with a level 0 weapon you're trained with that has no metal or mechanical parts. Holding it, an Interact action grows it into that weapon, and another returns it to a seed. Runes and talismans on it are suppressed while it is a seed. You have one verdant seed at a time; a new one takes the old one's runes.","feats.druid.call-of-the-wild.name":"Call of the Wild","feats.druid.call-of-the-wild.description":"Over 10 minutes, you replace a spell prepared in one of your druid slots with summon animal or summon plant or fungus of the same rank.","feats.druid.order-explorer.name":"Order Explorer","feats.druid.order-explorer.description":"Choose an order other than yours. You gain a 1st-level feat that requires that order, and you count as its member for feat prerequisites, but gain none of its other benefits. Breaking its anathema costs you the feats and abilities that need it. You can take this feat again for another order.","feats.druid.order-explorer.choices.order.prompt":"Another order","feats.druid.order-explorer.choices.order.options.animal.name":"Animal (Animal Companion)","feats.druid.order-explorer.choices.order.options.leaf.name":"Leaf (Leshy Familiar)","feats.druid.order-explorer.choices.order.options.storm.name":"Storm (Storm Born)","feats.druid.order-explorer.choices.order.options.untamed.name":"Untamed (Untamed Form)","feats.druid.poison-resistance.name":"Poison Resistance","feats.druid.poison-resistance.description":"You gain poison resistance equal to half your level and a +1 status bonus to saves against poisons.","feats.druid.anthropomorphic-shape.name":"Anthropomorphic Shape","feats.druid.anthropomorphic-shape.description":"You add humanoid form's shapes to your untamed form list.","feats.druid.anthropomorphic-shape.prerequisites.untamed-form":"Untamed Form","feats.druid.elemental-summons.name":"Elemental Summons","feats.druid.elemental-summons.description":"Over 10 minutes, you replace a spell prepared in one of your druid slots with summon elemental of the same rank.","feats.druid.forest-passage.name":"Forest Passage","feats.druid.forest-passage.description":"You ignore difficult terrain caused by plants and fungi.","feats.druid.forest-passage.prerequisites.leaf-order":"Leaf order","feats.druid.form-control.name":"Form Control","feats.druid.form-control.description":"One action. If your next action casts untamed form, it is 2 ranks lower (at least 1st), but you can stay transformed for up to 1 hour or its normal duration, whichever is longer.","feats.druid.form-control.prerequisites.untamed-form":"Untamed Form","feats.druid.leshy-familiar-secrets.name":"Leshy Familiar Secrets","feats.druid.leshy-familiar-secrets.description":"Each day your familiar can take one more ability, one of these: grasping tendrils (15-foot reach), purify air (fresh air for a Medium creature, and +2 circumstance to saves against inhaled and olfactory effects within 15 feet), or verdant burst (on its death it casts the 3-action heal one rank below your highest slot, with extra healing to plants; needs 2nd-rank slots).","feats.druid.leshy-familiar-secrets.prerequisites.leaf-order":"Leaf order","feats.druid.mature-animal-companion.name":"Mature Animal Companion","feats.druid.mature-animal-companion.description":"Your animal companion becomes mature. If you don't Command it, it can still use 1 action on your turn to Strike or move.","feats.druid.mature-animal-companion.prerequisites.animal-companion":"Animal Companion","feats.druid.order-magic.name":"Order Magic","feats.druid.order-magic.description":"Choose an order you joined with Order Explorer: you gain its initial order spell. You can take this feat again for another such order.","feats.druid.order-magic.prerequisites.order-explorer":"Order Explorer","feats.druid.order-magic.choices.order.prompt":"An explored order's spell","feats.druid.order-magic.choices.order.options.animal.name":"Animal (heal animal)","feats.druid.order-magic.choices.order.options.leaf.name":"Leaf (cornucopia)","feats.druid.order-magic.choices.order.options.storm.name":"Storm (tempest surge)","feats.druid.order-magic.choices.order.options.untamed.name":"Untamed (untamed shift)","feats.druid.snowdrift-spell.name":"Snowdrift Spell","feats.druid.snowdrift-spell.description":"One action. If your next action casts an air, water or cold spell without the fire trait, pick a creature on the ground it affects: its square and the adjacent ones fill with snow, difficult terrain until the start of your next turn. An Interact clears a square, and fire melts it.","feats.druid.snowdrift-spell.prerequisites.storm-order":"Storm order","feats.druid.current-spell.name":"Current Spell","feats.druid.current-spell.description":"One action. If your next action casts an air or water spell, until the start of your next turn you gain a +1 circumstance bonus to AC (+2 against ranged attacks instead) and a +1 circumstance bonus to saves against air and water effects.","feats.druid.current-spell.actions.current-spell.name":"Current Spell","feats.druid.grown-of-oak.name":"Grown of Oak","feats.druid.grown-of-oak.description":"You can cast oaken resilience at will as an innate primal spell, one rank below the highest rank you can cast. It targets you and your leshy familiar if it is within 30 feet.","feats.druid.grown-of-oak.prerequisites.leaf-order":"Leaf order","feats.druid.insect-shape.name":"Insect Shape","feats.druid.insect-shape.description":"You add insect form's shapes to your untamed form list. Untamed form into pest form's non-flying insects lasts 24 hours.","feats.druid.insect-shape.prerequisites.untamed-form":"Untamed Form","feats.druid.instinctive-support.name":"Instinctive Support","feats.druid.instinctive-support.description":"Free action, when you cast a non-cantrip spell that targets only your animal companion: afterward it takes its actions as if Commanded, one of them Support (unless it has already acted).","feats.druid.instinctive-support.prerequisites.animal-companion":"Animal Companion","feats.druid.storm-retribution.name":"Storm Retribution","feats.druid.storm-retribution.description":"Reaction, when an adjacent foe critically hits you with a melee attack, with a Focus Point: you cast tempest surge on it, and push it 5 feet away if it fails its Reflex save, or 10 feet on a critical failure.","feats.druid.storm-retribution.prerequisites.storm-order":"Storm order","feats.druid.storm-retribution.prerequisites.tempest-surge":"The tempest surge order spell","spells.heal-animal.name":"Heal Animal","spells.heal-animal.description":"You heal a willing living animal for 1d8 Hit Points.\n\n- **1 action:** range touch.\n- **2 actions** (concentrate): range 30 feet, and 8 more Hit Points.\n\n**Heightened (+1)** The healing increases by 1d8, and the 2-action version's extra healing by 8.","spells.cornucopia.name":"Cornucopia","spells.cornucopia.description":"A horn of woven vines appears in your hands and drops one fruit, nut or other small produce. A creature that eats it with an Interact action regains 1d6+4 Hit Points. The horn and any uneaten produce wither when the spell ends.\n\n**Heightened (+1)** One more piece of produce. A creature can eat any number from one casting with a single Interact action; six pieces nourish like a full meal.","spells.tempest-surge.name":"Tempest Surge","spells.tempest-surge.description":"A storm of wind, cloud and lightning wraps around a creature, dealing 1d12 electricity damage with a basic Reflex save. On a failure, it is also clumsy 2 for 1 round.\n\n**Heightened (+1)** The damage increases by 1d12.","spells.untamed-form.name":"Untamed Form","spells.untamed-form.description":"You transform into a shape on your untamed form list: pest form's shapes last 10 minutes, the others 1 minute. Druid feats add shapes; a shape from a polymorph spell gives that spell's effects at untamed form's rank. If you use your own attack modifier instead of the form's, you gain a +2 status bonus to attack rolls.\n\n**Heightened (2nd)** You can also take animal form's shapes.","spells.untamed-shift.name":"Untamed Shift","spells.untamed-shift.description":"Part of your body transforms. Choose one effect for an untamed feat you have:\n\n- **Untamed Form:** claws, an agile, finesse unarmed attack dealing 1d6 slashing damage (you can still hold items, but need a free hand to attack).\n- **Insect Shape:** jaws, an unarmed attack dealing 1d8 piercing damage.\n- **Elemental Shape:** resistance 5 to critical hits and precision damage.\n- **Plant Shape:** vine arms, reach 10 feet (15 with a reach weapon).\n- **Soaring Shape** (2 actions only): wings, a fly Speed of 30 feet.\n\n**Heightened (6th)** Up to two effects; claws also deal 2d6 persistent bleed damage and jaws 2d6 persistent poison damage on a hit.\n\n**Heightened (10th)** Up to three effects; the persistent damage becomes 4d6.","languages.druidic.name":"Druidic","tags.language.secret.name":"Secret language","tags.druid-order.animal.name":"Animal order","tags.druid-order.leaf.name":"Leaf order","tags.druid-order.storm.name":"Storm order","tags.druid-order.untamed.name":"Untamed order","fields.druid.order.name":"Druidic order","feats.druid.order-explorer.choices.order.options.animal.prerequisites.other-order":"Not your own order","feats.druid.order-magic.choices.order.options.animal.prerequisites.explored":"An order you explored with Order Explorer","feats.druid.order-explorer.choices.order.options.leaf.prerequisites.other-order":"Not your own order","feats.druid.order-magic.choices.order.options.leaf.prerequisites.explored":"An order you explored with Order Explorer","feats.druid.order-explorer.choices.order.options.storm.prerequisites.other-order":"Not your own order","feats.druid.order-magic.choices.order.options.storm.prerequisites.explored":"An order you explored with Order Explorer","feats.druid.order-explorer.choices.order.options.untamed.prerequisites.other-order":"Not your own order","feats.druid.order-magic.choices.order.options.untamed.prerequisites.explored":"An order you explored with Order Explorer","feats.druid.wind-caller.name":"Wind Caller","feats.druid.wind-caller.description":"You gain the stormwind flight order spell and 1 Focus Point.","feats.druid.wind-caller.prerequisites.storm-order":"Storm order","feats.druid.primal-summons.name":"Primal Summons","feats.druid.primal-summons.description":"You gain the primal summons order spell and 1 Focus Point.","feats.druid.primal-summons.prerequisites.call-of-the-wild":"Call of the Wild","feats.druid.impaling-briars.name":"Impaling Briars","feats.druid.impaling-briars.description":"You gain the impaling briars order spell and 1 Focus Point.","feats.druid.impaling-briars.prerequisites.leaf-order":"Leaf order","feats.druid.invoke-disaster.name":"Invoke Disaster","feats.druid.invoke-disaster.description":"You gain the storm lord order spell and 1 Focus Point.","feats.druid.invoke-disaster.prerequisites.wind-caller":"Wind Caller","groups.effects.label":"Effects","types.effect.name":"Effect","groups.class-actions.label":"Class and feat actions","tags.trait.bravado.name":"Bravado","tags.trait.bravado.description":"A success on its check gives panache; a failure (not a critical failure) gives panache until the end of your next turn.","tags.trait.finisher.name":"Finisher","tags.trait.finisher.description":"Needs panache, which you lose after it; you can't use attack actions for the rest of your turn. A failure effect doesn't apply on a critical failure.","actions.drink.description":"Drink a potion or an elixir (1 action): it is used up, restores the Hit Points it lists and applies any lasting benefit.","actions.drink.name":"Drink","actions.drink.results.drunk.name":"Drunk","actions.strike.params.versatile.name":"Use the versatile damage type","armor.breastplate.name":"Breastplate","armor.chain-mail.name":"Chain Mail","armor.chain-shirt.name":"Chain Shirt","armor.explorers-clothing.name":"Explorer's Clothing","armor.full-plate.name":"Full Plate","armor.half-plate.name":"Half Plate","armor.hide-armor.name":"Hide Armor","armor.leather-armor.name":"Leather Armor","armor.padded-armor.name":"Padded Armor","armor.scale-mail.name":"Scale Mail","armor.splint-mail.name":"Splint Mail","armor.studded-leather-armor.name":"Studded Leather Armor","constraints.rune-limits":"An item holds one rune of each fundamental kind, and no more property runes than its potency rune allows.","consumables.antidote-greater.description":"Item 10, 160 gp. A +4 item bonus to Fortitude saves against poisons for 6 hours.","consumables.antidote-greater.name":"Antidote (Greater)","consumables.antidote-lesser.description":"Item 1, 3 gp. A +2 item bonus to Fortitude saves against poisons for 6 hours.","consumables.antidote-lesser.name":"Antidote (Lesser)","consumables.antidote-major.description":"Item 14, 675 gp. A +4 item bonus to Fortitude saves against poisons for 6 hours. When you drink it, you can attempt a save against one of the poisons affecting you of 14th level or lower; on a success it ends.","consumables.antidote-major.name":"Antidote (Major)","consumables.antidote-moderate.description":"Item 6, 35 gp. A +3 item bonus to Fortitude saves against poisons for 6 hours.","consumables.antidote-moderate.name":"Antidote (Moderate)","consumables.antiplague-greater.description":"Item 10, 160 gp. A +4 item bonus to Fortitude saves against diseases for 6 hours.","consumables.antiplague-greater.name":"Antiplague (Greater)","consumables.antiplague-lesser.description":"Item 1, 3 gp. A +2 item bonus to Fortitude saves against diseases for 6 hours.","consumables.antiplague-lesser.name":"Antiplague (Lesser)","consumables.antiplague-major.description":"Item 14, 675 gp. A +4 item bonus to Fortitude saves against diseases for 6 hours. When you drink it, you can attempt a save against one of the diseases affecting you of 14th level or lower; on a success it ends.","consumables.antiplague-major.name":"Antiplague (Major)","consumables.antiplague-moderate.description":"Item 6, 35 gp. A +3 item bonus to Fortitude saves against diseases for 6 hours.","consumables.antiplague-moderate.name":"Antiplague (Moderate)","consumables.elixir-of-life-greater.description":"Item 13, 600 gp. Restores 7d6+18 Hit Points, and a +2 item bonus to saving throws against diseases and poisons for 10 minutes.","consumables.elixir-of-life-greater.name":"Elixir of Life (Greater)","consumables.elixir-of-life-lesser.description":"Item 5, 30 gp. Restores 3d6+6 Hit Points, and a +1 item bonus to saving throws against diseases and poisons for 10 minutes.","consumables.elixir-of-life-lesser.name":"Elixir of Life (Lesser)","consumables.elixir-of-life-major.description":"Item 15, 1,300 gp. Restores 8d6+21 Hit Points, and a +3 item bonus to saving throws against diseases and poisons for 10 minutes.","consumables.elixir-of-life-major.name":"Elixir of Life (Major)","consumables.elixir-of-life-minor.description":"Item 1, 3 gp. Restores 1d6 Hit Points, and a +1 item bonus to saving throws against diseases and poisons for 10 minutes.","consumables.elixir-of-life-minor.name":"Elixir of Life (Minor)","consumables.elixir-of-life-moderate.description":"Item 9, 150 gp. Restores 5d6+12 Hit Points, and a +2 item bonus to saving throws against diseases and poisons for 10 minutes.","consumables.elixir-of-life-moderate.name":"Elixir of Life (Moderate)","consumables.elixir-of-life-true.description":"Item 19, 8,000 gp. Restores 10d6+27 Hit Points, and a +4 item bonus to saving throws against diseases and poisons for 10 minutes.","consumables.elixir-of-life-true.name":"Elixir of Life (True)","consumables.healing-potion-greater.description":"Item 12, 400 gp. Drinking it restores 6d8+20 Hit Points.","consumables.healing-potion-greater.name":"Healing Potion (Greater)","consumables.healing-potion-lesser.description":"Item 3, 12 gp. Drinking it restores 2d8+5 Hit Points.","consumables.healing-potion-lesser.name":"Healing Potion (Lesser)","consumables.healing-potion-major.description":"Item 18, 5,000 gp. Drinking it restores 8d8+30 Hit Points.","consumables.healing-potion-major.name":"Healing Potion (Major)","consumables.healing-potion-minor.description":"Item 1, 4 gp. Drinking it restores 1d8 Hit Points.","consumables.healing-potion-minor.name":"Healing Potion (Minor)","consumables.healing-potion-moderate.description":"Item 6, 50 gp. Drinking it restores 3d8+10 Hit Points.","consumables.healing-potion-moderate.name":"Healing Potion (Moderate)","fields.parry.weapon.name":"Parrying (+1 to AC)","fields.runes.invalid.name":"Items with too many runes","gear.adventurers-pack.name":"Adventurer's Pack","gear.alchemists-lab-expanded.name":"Alchemist's Lab (Expanded)","gear.alchemists-lab.name":"Alchemist's Lab","gear.alchemists-toolkit.name":"Alchemist's Toolkit","gear.arrows.name":"Arrows (10)","gear.artisans-toolkit-sterling.name":"Artisan's Toolkit (Sterling)","gear.artisans-toolkit.name":"Artisan's Toolkit","gear.backpack.name":"Backpack","gear.barding-heavy-large.name":"Barding (Heavy; Large)","gear.barding-heavy-small-or-medium.name":"Barding (Heavy; Small or Medium)","gear.barding-light-large.name":"Barding (Light; Large)","gear.barding-light-small-or-medium.name":"Barding (Light; Small or Medium)","gear.basic-crafters-book.name":"Basic Crafter's Book","gear.bedroll.name":"Bedroll","gear.blowgun-darts.name":"Blowgun Darts (10)","gear.bolts.name":"Bolts (10)","gear.brass-ear.name":"Brass Ear","gear.caltrops.name":"Caltrops","gear.candle.name":"Candle","gear.cane.name":"Cane","gear.chain.name":"Chain","gear.chalk.name":"Chalk","gear.chest.name":"Chest","gear.climbing-kit-extreme.name":"Climbing Kit (Extreme)","gear.climbing-kit.name":"Climbing Kit","gear.clothing-cold-weather.name":"Clothing (Cold-Weather)","gear.clothing-fine.name":"Clothing (Fine)","gear.clothing-high-fashion-fine.name":"Clothing (High-Fashion Fine)","gear.clothing-ordinary.name":"Clothing (Ordinary)","gear.compass-lensatic.name":"Compass (Lensatic)","gear.compass.name":"Compass","gear.concealed-sheath.name":"Concealed Sheath","gear.cookware.name":"Cookware","gear.corrective-lenses.name":"Corrective Lenses","gear.crowbar-levered.name":"Crowbar (Levered)","gear.crowbar.name":"Crowbar","gear.crutch.name":"Crutch","gear.detectives-kit.name":"Detective's Kit","gear.disguise-kit-elite-cosmetics.name":"Disguise Kit (Elite Cosmetics)","gear.disguise-kit-elite.name":"Disguise Kit (Elite)","gear.disguise-kit-replacement-cosmetics.name":"Disguise Kit (Replacement Cosmetics)","gear.disguise-kit.name":"Disguise Kit","gear.dueling-cape.name":"Dueling Cape","gear.fishing-tackle-professional.name":"Fishing Tackle (Professional)","gear.fishing-tackle.name":"Fishing Tackle","gear.flint-and-steel.name":"Flint and Steel","gear.formula-book-blank.name":"Formula Book (Blank)","gear.grappling-hook.name":"Grappling Hook","gear.hammer.name":"Hammer","gear.healers-toolkit-expanded.name":"Healer's Toolkit (Expanded)","gear.healers-toolkit.name":"Healer's Toolkit","gear.hearing-aid-magical.name":"Hearing Aid (Magical)","gear.hearing-aid.name":"Hearing Aid","gear.hourglass.name":"Hourglass","gear.ladder.name":"Ladder (10 ft.)","gear.lantern-bulls-eye.name":"Lantern (Bull's-Eye)","gear.lantern-hooded.name":"Lantern (Hooded)","gear.lock-average.name":"Lock (Average)","gear.lock-good.name":"Lock (Good)","gear.lock-poor.name":"Lock (Poor)","gear.lock-simple.name":"Lock (Simple)","gear.lock-superior.name":"Lock (Superior)","gear.magnifying-glass.name":"Magnifying Glass","gear.manacles-average.name":"Manacles (Average)","gear.manacles-good.name":"Manacles (Good)","gear.manacles-poor.name":"Manacles (Poor)","gear.manacles-simple.name":"Manacles (Simple)","gear.manacles-superior.name":"Manacles (Superior)","gear.merchants-scale.name":"Merchant's Scale","gear.mirror.name":"Mirror","gear.mug.name":"Mug","gear.musical-instrument-handheld.name":"Musical Instrument (Handheld)","gear.musical-instrument-heavy.name":"Musical Instrument (Heavy)","gear.musical-instrument-virtuoso-handheld.name":"Musical Instrument (Virtuoso Handheld)","gear.musical-instrument-virtuoso-heavy.name":"Musical Instrument (Virtuoso Heavy)","gear.net.name":"Net","gear.oil.name":"Oil","gear.parrying-scabbard.name":"Parrying Scabbard","gear.periscope.name":"Periscope","gear.piton.name":"Piton","gear.primal-symbol.name":"Primal Symbol","gear.prosthesis.name":"Prosthesis","gear.rations.name":"Rations","gear.religious-symbol-silver.name":"Religious Symbol (Silver)","gear.religious-symbol-wooden.name":"Religious Symbol (Wooden)","gear.religious-text.name":"Religious Text","gear.repair-toolkit-superb.name":"Repair Toolkit (Superb)","gear.repair-toolkit.name":"Repair Toolkit","gear.rope.name":"Rope","gear.sack.name":"Sack","gear.saddlebags.name":"Saddlebags","gear.scholarly-journal-compendium.name":"Scholarly Journal (Compendium)","gear.scholarly-journal.name":"Scholarly Journal","gear.signal-whistle.name":"Signal Whistle","gear.sling-bullets.name":"Sling Bullets (10)","gear.soap.name":"Soap","gear.spellbook-blank.name":"Spellbook (Blank)","gear.spyglass-fine.name":"Spyglass (Fine)","gear.spyglass.name":"Spyglass","gear.survey-map-atlas.name":"Survey Map (Atlas)","gear.survey-map.name":"Survey Map","gear.tack.name":"Tack","gear.ten-foot-pole.name":"Ten-Foot Pole","gear.tent-four-person.name":"Tent (Four-Person)","gear.tent-pavilion.name":"Tent (Pavilion)","gear.tent-pup.name":"Tent (Pup)","gear.thieves-toolkit-infiltrator-picks.name":"Thieves' Toolkit (Infiltrator Picks)","gear.thieves-toolkit-infiltrator.name":"Thieves' Toolkit (Infiltrator)","gear.thieves-toolkit-replacement-picks.name":"Thieves' Toolkit (Replacement Picks)","gear.thieves-toolkit.name":"Thieves' Toolkit","gear.tool-long.name":"Tool (Long)","gear.tool-short.name":"Tool (Short)","gear.torch.name":"Torch","gear.waterskin.name":"Waterskin","gear.wheelchair-chair-storage.name":"Wheelchair (Chair Storage)","gear.wheelchair-travelers-chair.name":"Wheelchair (Traveler's Chair)","gear.wheelchair.name":"Wheelchair","gear.writing-set-extra-ink-and-paper.name":"Writing Set (Extra Ink and Paper)","gear.writing-set.name":"Writing Set","runes.armor-potency-1.block":"**Armor potency (+1)** — *Rune 5*{has_tags, select, true { · {tags_name}} other {}} · 160 gp","runes.armor-potency-1.description":"The armor's item bonus to AC rises by 1, and it can hold 1 property rune.","runes.armor-potency-1.name":"+1 {base}","runes.armor-potency-2.block":"**Armor potency (+2)** — *Rune 11*{has_tags, select, true { · {tags_name}} other {}} · 1,060 gp","runes.armor-potency-2.description":"The armor's item bonus to AC rises by 2, and it can hold 2 property runes.","runes.armor-potency-2.name":"+2 {base}","runes.armor-potency-3.block":"**Armor potency (+3)** — *Rune 18*{has_tags, select, true { · {tags_name}} other {}} · 20,560 gp","runes.armor-potency-3.description":"The armor's item bonus to AC rises by 3, and it can hold 3 property runes.","runes.armor-potency-3.name":"+3 {base}","runes.corrosive.block":"**Corrosive rune** — *Rune 8*{has_tags, select, true { · {tags_name}} other {}} · 500 gp","runes.corrosive.description":"On a hit, 1d6 extra acid damage. On a critical hit, the target's armor (or its raised shield) takes 3d6 acid damage.","runes.corrosive.name":"Corrosive {base}","runes.decaying.block":"**Decaying rune** — *Rune 8*{has_tags, select, true { · {tags_name}} other {}} · 500 gp","runes.decaying.description":"On a hit, 1d4 extra void damage. On a critical hit, 2d4 persistent void damage (to a raised shield instead, if the target has one).","runes.decaying.name":"Decaying {base}","runes.energy-resistant.choices.damage-type.prompt":"Damage type resisted","runes.energy-resistant.block":"**Energy resistant rune** — *Rune 8*{has_tags, select, true { · {tags_name}} other {}} · 420 gp","runes.energy-resistant.description":"Resistance 5 to acid, cold, electricity or fire, chosen when it's made. Several on one armor must each resist a different type.","runes.energy-resistant.name":"{base} (energy resistant)","runes.fearsome.block":"**Fearsome rune** — *Rune 5*{has_tags, select, true { · {tags_name}} other {}} · 160 gp","runes.fearsome.description":"On a critical hit, the target becomes frightened 1.","runes.fearsome.name":"Fearsome {base}","runes.flaming.block":"**Flaming rune** — *Rune 8*{has_tags, select, true { · {tags_name}} other {}} · 500 gp","runes.flaming.description":"On a hit, 1d6 extra fire damage, plus 1d10 persistent fire damage on a critical hit.","runes.flaming.name":"Flaming {base}","runes.fortification.block":"**Fortification rune** — *Rune 12*{has_tags, select, true { · {tags_name}} other {}} · For medium or heavy armor · 2,000 gp","runes.fortification.description":"When you're critically hit, a DC 17 flat check makes it a normal hit. The armor's Bulk and Strength rise by 1.","runes.fortification.name":"{base} (fortification)","runes.frost.block":"**Frost rune** — *Rune 8*{has_tags, select, true { · {tags_name}} other {}} · 500 gp","runes.frost.description":"On a hit, 1d6 extra cold damage. On a critical hit, the target is slowed 1 until the end of your next turn unless it succeeds at a DC 24 Fortitude save.","runes.frost.name":"Frost {base}","runes.ghost-touch.block":"**Ghost touch rune** — *Rune 4*{has_tags, select, true { · {tags_name}} other {}} · 75 gp","runes.ghost-touch.description":"The weapon can harm incorporeal creatures, which are particularly vulnerable to it, and they can hold and wield it.","runes.ghost-touch.name":"Ghost touch {base}","runes.greater-energy-resistant.choices.damage-type.prompt":"Damage type resisted","runes.greater-energy-resistant.block":"**Greater energy resistant rune** — *Rune 12*{has_tags, select, true { · {tags_name}} other {}} · 1,650 gp","runes.greater-energy-resistant.description":"Resistance 10 to acid, cold, electricity or fire, chosen when it's made. Several on one armor must each resist a different type.","runes.greater-energy-resistant.name":"{base} (greater energy resistant)","runes.greater-fortification.block":"**Greater fortification rune** — *Rune 18*{has_tags, select, true { · {tags_name}} other {}} · For medium or heavy armor · 24,000 gp","runes.greater-fortification.description":"When you're critically hit, a DC 14 flat check makes it a normal hit. The armor's Bulk and Strength rise by 1.","runes.greater-fortification.name":"{base} (greater fortification)","runes.greater-ready.block":"**Greater ready rune** — *Rune 11*{has_tags, select, true { · {tags_name}} other {}} · 1,200 gp","runes.greater-ready.description":"You don the armor as a single action.","runes.greater-ready.name":"{base} (greater ready)","runes.greater-resilient.block":"**Greater resilient** — *Rune 14*{has_tags, select, true { · {tags_name}} other {}} · 3,440 gp","runes.greater-resilient.description":"A +2 item bonus to saving throws while you wear the armor.","runes.greater-resilient.name":"{base} (greater resilient)","runes.greater-shadow.block":"**Greater shadow rune** — *Rune 9*{has_tags, select, true { · {tags_name}} other {}} · For light or medium armor · 650 gp","runes.greater-shadow.description":"A +2 item bonus to Stealth checks.","runes.greater-shadow.name":"{base} (greater shadow)","runes.greater-slick.block":"**Greater slick rune** — *Rune 8*{has_tags, select, true { · {tags_name}} other {}} · 450 gp","runes.greater-slick.description":"A +2 item bonus to Acrobatics checks to Escape and Squeeze.","runes.greater-slick.name":"{base} (greater slick)","runes.greater-striking.block":"**Greater striking** — *Rune 12*{has_tags, select, true { · {tags_name}} other {}} · 1,065 gp","runes.greater-striking.description":"The weapon deals 3 weapon damage dice instead of one.","runes.greater-striking.name":"{base} (greater striking)","runes.holy.block":"**Holy rune** — *Rune 11*{has_tags, select, true { · {tags_name}} other {}} · 1,400 gp","runes.holy.description":"Strikes gain the holy trait and deal 1d4 extra spirit damage, 2d4 against an unholy target. An unholy wielder is enfeebled 2. Once a day, as a reaction to a critical hit against an unholy creature, you regain Hit Points equal to double its level.","runes.holy.name":"Holy {base}","runes.keen.block":"**Keen rune** — *Rune 13*{has_tags, select, true { · {tags_name}} other {}} · For piercing or slashing melee weapons · 3,000 gp","runes.keen.description":"An attack roll of 19 on the die that is a success is a critical hit.","runes.keen.name":"Keen {base}","runes.major-resilient.block":"**Major resilient** — *Rune 20*{has_tags, select, true { · {tags_name}} other {}} · 49,440 gp","runes.major-resilient.description":"A +3 item bonus to saving throws while you wear the armor.","runes.major-resilient.name":"{base} (major resilient)","runes.major-shadow.block":"**Major shadow rune** — *Rune 17*{has_tags, select, true { · {tags_name}} other {}} · For light or medium armor · 14,000 gp","runes.major-shadow.description":"A +3 item bonus to Stealth checks.","runes.major-shadow.name":"{base} (major shadow)","runes.major-slick.block":"**Major slick rune** — *Rune 16*{has_tags, select, true { · {tags_name}} other {}} · 9,000 gp","runes.major-slick.description":"A +3 item bonus to Acrobatics checks to Escape and Squeeze.","runes.major-slick.name":"{base} (major slick)","runes.major-striking.block":"**Major striking** — *Rune 19*{has_tags, select, true { · {tags_name}} other {}} · 31,065 gp","runes.major-striking.description":"The weapon deals 4 weapon damage dice instead of one.","runes.major-striking.name":"{base} (major striking)","runes.ready.block":"**Ready rune** — *Rune 6*{has_tags, select, true { · {tags_name}} other {}} · 200 gp","runes.ready.description":"You don light armor as a single action, and medium or heavy armor as a 2-action activity.","runes.ready.name":"{base} (ready)","runes.reinforcing-greater.block":"**Reinforcing rune (greater)** — *Rune 13*{has_tags, select, true { · {tags_name}} other {}} · 2,500 gp","runes.reinforcing-greater.description":"The shield's Hardness rises by 5, its Hit Points by 80 and its Broken Threshold by 40 (at most 15 Hardness, 120 HP and 60 BT).","runes.reinforcing-greater.name":"{base} (greater reinforcing)","runes.reinforcing-lesser.block":"**Reinforcing rune (lesser)** — *Rune 7*{has_tags, select, true { · {tags_name}} other {}} · 300 gp","runes.reinforcing-lesser.description":"The shield's Hardness rises by 3, its Hit Points by 52 and its Broken Threshold by 26 (at most 10 Hardness, 80 HP and 40 BT).","runes.reinforcing-lesser.name":"{base} (lesser reinforcing)","runes.reinforcing-major.block":"**Reinforcing rune (major)** — *Rune 16*{has_tags, select, true { · {tags_name}} other {}} · 8,000 gp","runes.reinforcing-major.description":"The shield's Hardness rises by 5, its Hit Points by 84 and its Broken Threshold by 42 (at most 17 Hardness, 136 HP and 68 BT).","runes.reinforcing-major.name":"{base} (major reinforcing)","runes.reinforcing-minor.block":"**Reinforcing rune (minor)** — *Rune 4*{has_tags, select, true { · {tags_name}} other {}} · 75 gp","runes.reinforcing-minor.description":"The shield's Hardness rises by 3, its Hit Points by 44 and its Broken Threshold by 22 (at most 8 Hardness, 64 HP and 32 BT).","runes.reinforcing-minor.name":"{base} (minor reinforcing)","runes.reinforcing-moderate.block":"**Reinforcing rune (moderate)** — *Rune 10*{has_tags, select, true { · {tags_name}} other {}} · 900 gp","runes.reinforcing-moderate.description":"The shield's Hardness rises by 3, its Hit Points by 64 and its Broken Threshold by 32 (at most 13 Hardness, 104 HP and 52 BT).","runes.reinforcing-moderate.name":"{base} (moderate reinforcing)","runes.reinforcing-supreme.block":"**Reinforcing rune (supreme)** — *Rune 19*{has_tags, select, true { · {tags_name}} other {}} · 32,000 gp","runes.reinforcing-supreme.description":"The shield's Hardness rises by 7, its Hit Points by 108 and its Broken Threshold by 54 (at most 20 Hardness, 160 HP and 80 BT).","runes.reinforcing-supreme.name":"{base} (supreme reinforcing)","runes.resilient.block":"**Resilient** — *Rune 8*{has_tags, select, true { · {tags_name}} other {}} · 340 gp","runes.resilient.description":"A +1 item bonus to saving throws while you wear the armor.","runes.resilient.name":"{base} (resilient)","runes.returning.block":"**Returning rune** — *Rune 3*{has_tags, select, true { · {tags_name}} other {}} · For thrown weapons · 55 gp","runes.returning.description":"After a thrown Strike, the weapon flies back to your hand, or falls in your space if your hands are full.","runes.returning.name":"Returning {base}","runes.shadow.block":"**Shadow rune** — *Rune 5*{has_tags, select, true { · {tags_name}} other {}} · For light or medium armor · 55 gp","runes.shadow.description":"A +1 item bonus to Stealth checks.","runes.shadow.name":"{base} (shadow)","runes.shifting.block":"**Shifting rune** — *Rune 6*{has_tags, select, true { · {tags_name}} other {}} · For melee weapons · 225 gp","runes.shifting.description":"As an action, the weapon takes the shape of another melee weapon wielded with the same number of hands; its runes carry over.","runes.shifting.name":"Shifting {base}","runes.shock.block":"**Shock rune** — *Rune 8*{has_tags, select, true { · {tags_name}} other {}} · 500 gp","runes.shock.description":"On a hit, 1d6 extra electricity damage. On a critical hit, as much electricity damage arcs to up to two other creatures within 10 feet of the target.","runes.shock.name":"Shock {base}","runes.slick.block":"**Slick rune** — *Rune 5*{has_tags, select, true { · {tags_name}} other {}} · 45 gp","runes.slick.description":"A +1 item bonus to Acrobatics checks to Escape and Squeeze.","runes.slick.name":"{base} (slick)","runes.striking.block":"**Striking** — *Rune 4*{has_tags, select, true { · {tags_name}} other {}} · 65 gp","runes.striking.description":"The weapon deals 2 weapon damage dice instead of one.","runes.striking.name":"{base} (striking)","runes.thundering.block":"**Thundering rune** — *Rune 8*{has_tags, select, true { · {tags_name}} other {}} · 500 gp","runes.thundering.description":"On a hit, 1d6 extra sonic damage. On a critical hit, the target is deafened for 1 minute (1 hour on a critical failure) unless it succeeds at a DC 24 Fortitude save.","runes.thundering.name":"Thundering {base}","runes.unholy.block":"**Unholy rune** — *Rune 11*{has_tags, select, true { · {tags_name}} other {}} · 1,400 gp","runes.unholy.description":"Strikes gain the unholy trait and deal 1d4 extra spirit damage, 2d4 against a holy target. A holy wielder is enfeebled 2. Once a day, as a reaction to a critical hit against a holy creature, it takes 1d8 persistent bleed damage per weapon damage die.","runes.unholy.name":"Unholy {base}","runes.vitalizing.block":"**Vitalizing rune** — *Rune 5*{has_tags, select, true { · {tags_name}} other {}} · 150 gp","runes.vitalizing.description":"On a hit against undead, 1d6 persistent vitality damage; on a critical hit, the undead is also enfeebled 1 until the end of your next turn.","runes.vitalizing.name":"Vitalizing {base}","runes.weapon-potency-1.block":"**Weapon potency (+1)** — *Rune 2*{has_tags, select, true { · {tags_name}} other {}} · 35 gp","runes.weapon-potency-1.description":"A +1 item bonus to attack rolls with the weapon, which can hold 1 property rune.","runes.weapon-potency-1.name":"+1 {base}","runes.weapon-potency-2.block":"**Weapon potency (+2)** — *Rune 10*{has_tags, select, true { · {tags_name}} other {}} · 935 gp","runes.weapon-potency-2.description":"A +2 item bonus to attack rolls with the weapon, which can hold 2 property runes.","runes.weapon-potency-2.name":"+2 {base}","runes.weapon-potency-3.block":"**Weapon potency (+3)** — *Rune 16*{has_tags, select, true { · {tags_name}} other {}} · 8,935 gp","runes.weapon-potency-3.description":"A +3 item bonus to attack rolls with the weapon, which can hold 3 property runes.","runes.weapon-potency-3.name":"+3 {base}","runes.wounding.block":"**Wounding rune** — *Rune 7*{has_tags, select, true { · {tags_name}} other {}} · For piercing or slashing melee weapons · 340 gp","runes.wounding.description":"On a hit, 1d6 persistent bleed damage.","runes.wounding.name":"Wounding {base}","shields.buckler.name":"Buckler","shields.steel-shield.name":"Steel Shield","shields.tower-shield.name":"Tower Shield","shields.wooden-shield.name":"Wooden Shield","situational.againstDisease.name":"Against a disease","situational.againstPoison.name":"Against a poison","situational.damageCircumstanceBonus.name":"Circumstance bonus to damage","situational.damagingEffect.name":"Reflex save against a damaging effect (bulwark)","situational.holyTarget.name":"The target is holy","situational.rangeIncrement.name":"Range increment of the target","situational.twin.name":"Attacked with its twin earlier this turn","situational.undeadTarget.name":"The target is undead","situational.unholyTarget.name":"The target is unholy","situational.withinVolley.name":"Target within the volley distance","tags.ammunition.name":"Ammunition","tags.consumable.name":"Consumable","tags.healing.name":"Healing","tags.trait.alchemical.name":"Alchemical","tags.trait.attached.description":"Attached to a shield or armor; it can be used only while that item is.","tags.trait.attached.name":"Attached","tags.trait.bulwark.description":"On a Reflex save against a damaging effect, add +3 instead of your Dexterity modifier.","tags.trait.bulwark.name":"Bulwark","tags.trait.comfort.description":"You can rest normally while wearing it.","tags.trait.comfort.name":"Comfort","tags.trait.concealable.description":"Easy to hide: a +2 circumstance bonus to Stealth checks to hide it.","tags.trait.concealable.name":"Concealable","tags.trait.elixir.name":"Elixir","tags.trait.flexible.description":"The armor's check penalty doesn't apply to Acrobatics or Athletics.","tags.trait.flexible.name":"Flexible","tags.trait.free-hand.description":"Leaves your hand free to hold other things, but not to wield another weapon.","tags.trait.free-hand.name":"Free-hand","tags.trait.jousting.description":"Mounted, it can be held in one hand after you move, with a damage bonus per die.","tags.trait.jousting.name":"Jousting","tags.trait.magical.name":"Magical","tags.trait.noisy.description":"The armor's check penalty applies to Stealth even when you meet its Strength.","tags.trait.noisy.name":"Noisy","tags.trait.parry.description":"Spend an action to parry: a +1 circumstance bonus to AC until the start of your next turn.","tags.trait.parry.name":"Parry","tags.trait.potion.name":"Potion","tags.trait.propulsive.description":"Adds half your Strength modifier to damage when positive, or all of it when negative.","tags.trait.propulsive.name":"Propulsive","tags.trait.ranged-trip.description":"You can Trip with it at a range of up to its first range increment.","tags.trait.ranged-trip.name":"Ranged trip","tags.trait.reach.description":"Reaches 5 feet farther than your body (10 feet for most creatures).","tags.trait.reach.name":"Reach","tags.trait.thrown.description":"You can throw it as a ranged attack, adding your Strength modifier to damage.","tags.trait.thrown.name":"Thrown","tags.trait.trip.description":"You can use this weapon to Trip with Athletics.","tags.trait.trip.name":"Trip","tags.trait.twin.description":"After you attack with another weapon of the same type this turn, a circumstance bonus to damage equal to its weapon dice.","tags.trait.twin.name":"Twin","tags.trait.versatile.description":"Can deal the listed damage type instead of its usual one, chosen on each attack.","tags.trait.versatile.name":"Versatile","types.consumable.name":"Consumable","types.weapon.computed.damagePropulsive.name":"Damage bonus (propulsive)","types.weapon.parry.name":"Parry","weapons.arbalest.name":"Arbalest","weapons.bastard-sword.name":"Bastard Sword","weapons.battle-axe.name":"Battle Axe","weapons.blowgun.name":"Blowgun","weapons.bo-staff.name":"Bo Staff","weapons.bola.name":"Bola","weapons.clan-dagger.name":"Clan Dagger","weapons.club.name":"Club","weapons.composite-longbow.name":"Composite Longbow","weapons.composite-shortbow.name":"Composite Shortbow","weapons.crossbow.name":"Crossbow","weapons.dagger.name":"Dagger","weapons.dart.name":"Dart","weapons.dogslicer.name":"Dogslicer","weapons.dwarven-waraxe.name":"Dwarven Waraxe","weapons.elven-curve-blade.name":"Elven Curve Blade","weapons.falchion.name":"Falchion","weapons.filchers-fork.name":"Filcher's Fork","weapons.fist.name":"Fist","weapons.flail.name":"Flail","weapons.gauntlet.name":"Gauntlet","weapons.glaive.name":"Glaive","weapons.gnome-flickmace.name":"Gnome Flickmace","weapons.gnome-hooked-hammer.name":"Gnome Hooked Hammer","weapons.greataxe.name":"Greataxe","weapons.greatclub.name":"Greatclub","weapons.greatpick.name":"Greatpick","weapons.greatsword.name":"Greatsword","weapons.guisarme.name":"Guisarme","weapons.halberd.name":"Halberd","weapons.halfling-sling-staff.name":"Halfling Sling Staff","weapons.hand-crossbow.name":"Hand Crossbow","weapons.hatchet.name":"Hatchet","weapons.heavy-crossbow.name":"Heavy Crossbow","weapons.horsechopper.name":"Horsechopper","weapons.javelin.name":"Javelin","weapons.kama.name":"Kama","weapons.katana.name":"Katana","weapons.katar.name":"Katar","weapons.khakkhara.name":"Khakkhara","weapons.kukri.name":"Kukri","weapons.lance.name":"Lance","weapons.light-hammer.name":"Light Hammer","weapons.light-mace.name":"Light Mace","weapons.light-pick.name":"Light Pick","weapons.longbow.name":"Longbow","weapons.longspear.name":"Longspear","weapons.longsword.name":"Longsword","weapons.mace.name":"Mace","weapons.main-gauche.name":"Main-gauche","weapons.maul.name":"Maul","weapons.morningstar.name":"Morningstar","weapons.nunchaku.name":"Nunchaku","weapons.orc-knuckle-dagger.name":"Orc Knuckle Dagger","weapons.orc-necksplitter.name":"Orc Necksplitter","weapons.pick.name":"Pick","weapons.ranseur.name":"Ranseur","weapons.rapier.name":"Rapier","weapons.sai.name":"Sai","weapons.sap.name":"Sap","weapons.sawtooth-saber.name":"Sawtooth Saber","weapons.scimitar.name":"Scimitar","weapons.scythe.name":"Scythe","weapons.shield-bash.name":"Shield Bash","weapons.shield-boss.name":"Shield Boss","weapons.shield-spikes.name":"Shield Spikes","weapons.shortbow.name":"Shortbow","weapons.shortsword.name":"Shortsword","weapons.shuriken.name":"Shuriken","weapons.sickle.name":"Sickle","weapons.sling.name":"Sling","weapons.spear.name":"Spear","weapons.spiked-chain.name":"Spiked Chain","weapons.spiked-gauntlet.name":"Spiked Gauntlet","weapons.staff.name":"Staff","weapons.starknife.name":"Starknife","weapons.sword-cane.name":"Sword Cane","weapons.temple-sword.name":"Temple Sword","weapons.trident.name":"Trident","weapons.wakizashi.name":"Wakizashi","weapons.war-flail.name":"War Flail","weapons.warhammer.name":"Warhammer","weapons.whip.name":"Whip","tags.rune.name":"Rune","tags.rune.potency.name":"Potency rune","tags.rune.striking.name":"Striking rune","tags.rune.resilient.name":"Resilient rune","tags.rune.reinforcing.name":"Reinforcing rune","tags.rune.property.name":"Property rune","feats.general.adopted-ancestry.choices.ancestry.prompt":"Adopted ancestry","feats.general.adopted-ancestry.description":"Choose another ancestry. You can take ancestry feats of that ancestry as well as your own, unless they need a body you don't have.","feats.general.adopted-ancestry.name":"Adopted Ancestry","feats.general.ancestral-paragon.choices.feat.prompt":"1st-level ancestry feat","feats.general.ancestral-paragon.description":"You gain a 1st-level ancestry feat.","feats.general.ancestral-paragon.name":"Ancestral Paragon","feats.general.armor-proficiency.choices.category.options.heavy.name":"Heavy armor","feats.general.armor-proficiency.choices.category.options.light.name":"Light armor","feats.general.armor-proficiency.choices.category.options.medium.name":"Medium armor","feats.general.armor-proficiency.choices.category.prompt":"Armor category to train in","feats.general.armor-proficiency.description":"Training in light armor; if you have it, medium; if you have both, heavy. Expert in that armor from 13th level.","feats.general.armor-proficiency.name":"Armor Proficiency","feats.general.breath-control.description":"You hold your breath 25 times as long as usual. A +1 circumstance bonus to saves against inhaled threats, and a success on such a save is a critical success.","feats.general.breath-control.name":"Breath Control","feats.general.canny-acumen.choices.proficiency.options.fortitude.name":"Fortitude","feats.general.canny-acumen.choices.proficiency.options.perception.name":"Perception","feats.general.canny-acumen.choices.proficiency.options.reflex.name":"Reflex","feats.general.canny-acumen.choices.proficiency.options.will.name":"Will","feats.general.canny-acumen.choices.proficiency.prompt":"Save or Perception","feats.general.canny-acumen.description":"Choose Fortitude, Reflex, Will or Perception: you become an expert in it, and a master at 17th level.","feats.general.canny-acumen.name":"Canny Acumen","feats.general.diehard.description":"You die at dying 5 instead of dying 4.","feats.general.diehard.name":"Diehard","feats.general.expeditious-search.description":"You Search an area in half the time (a quarter if you're legendary in Perception), so you can move at twice the usual Speed while Searching.","feats.general.expeditious-search.name":"Expeditious Search","feats.general.expeditious-search.prerequisites.master":"Master in Perception","feats.general.fast-recovery.description":"You regain twice as many Hit Points from resting. Successful Fortitude saves against an ongoing disease or poison reduce its stage by 2 (1 if virulent), critical successes by 3 (2 if virulent), and a night's rest reduces drained by 2.","feats.general.fast-recovery.name":"Fast Recovery","feats.general.fast-recovery.prerequisites.con":"Constitution +2","feats.general.feather-step.description":"You can Step into difficult terrain.","feats.general.feather-step.name":"Feather Step","feats.general.feather-step.prerequisites.dex":"Dexterity +2","feats.general.fleet.description":"Your Speed rises by 5 feet.","feats.general.fleet.name":"Fleet","feats.general.incredible-initiative.description":"A +2 circumstance bonus to initiative rolls.","feats.general.incredible-initiative.name":"Incredible Initiative","feats.general.incredible-investiture.description":"You can invest up to 12 magic items instead of 10.","feats.general.incredible-investiture.name":"Incredible Investiture","feats.general.incredible-investiture.prerequisites.cha":"Charisma +3","feats.general.pet.description":"You have a Tiny animal pet with the minion trait, of your level, with your saves and AC; it can't attack.","feats.general.pet.name":"Pet","feats.general.prescient-consumable.description":"Prescient Planner can produce a common consumable item instead of adventuring gear, under the same limits.","feats.general.prescient-consumable.name":"Prescient Consumable","feats.general.prescient-consumable.prerequisites.prescient-planner":"Prescient Planner","feats.general.prescient-planner.description":"Once between shopping trips, take 1 minute to pull a piece of common adventuring gear (level up to half yours, not enough Bulk to encumber you) out of your pack, paying its price.","feats.general.prescient-planner.name":"Prescient Planner","feats.general.ride.description":"Commanding an animal you're mounted on to move succeeds automatically, and your mount acts on your turn.","feats.general.ride.name":"Ride","feats.general.shield-block.description":"Reaction, while your shield is raised and you would take physical damage from an attack: the shield prevents damage up to its Hardness, and you and it each take the rest.","feats.general.shield-block.name":"Shield Block","feats.general.toughness.description":"Your maximum Hit Points rise by your level, and your recovery checks are DC 9 + your dying value.","feats.general.toughness.name":"Toughness","feats.general.untrained-improvisation.description":"Your proficiency bonus to untrained skill checks is your level − 2, your level − 1 from 5th level and your full level from 7th. It doesn't let you use trained actions.","feats.general.untrained-improvisation.name":"Untrained Improvisation","feats.general.weapon-proficiency.description":"You become trained in all martial weapons; if you already were, in one advanced weapon. Expert in them from 11th level.","feats.general.weapon-proficiency.name":"Weapon Proficiency","feats.skill.additional-lore.choices.lore.options.academia.name":"Academia Lore","feats.skill.additional-lore.choices.lore.options.alcohol.name":"Alcohol Lore","feats.skill.additional-lore.choices.lore.options.art.name":"Art Lore","feats.skill.additional-lore.choices.lore.options.cave.name":"Cave Lore","feats.skill.additional-lore.choices.lore.options.circus.name":"Circus Lore","feats.skill.additional-lore.choices.lore.options.cooking.name":"Cooking Lore","feats.skill.additional-lore.choices.lore.options.custom1.name":"Lore of your choice (1)","feats.skill.additional-lore.choices.lore.options.custom2.name":"Lore of your choice (2)","feats.skill.additional-lore.choices.lore.options.custom3.name":"Lore of your choice (3)","feats.skill.additional-lore.choices.lore.options.desert.name":"Desert Lore","feats.skill.additional-lore.choices.lore.options.dwarf.name":"Dwarf Lore","feats.skill.additional-lore.choices.lore.options.elf.name":"Elf Lore","feats.skill.additional-lore.choices.lore.options.engineering.name":"Engineering Lore","feats.skill.additional-lore.choices.lore.options.farming.name":"Farming Lore","feats.skill.additional-lore.choices.lore.options.forest.name":"Forest Lore","feats.skill.additional-lore.choices.lore.options.fortune-telling.name":"Fortune-Telling Lore","feats.skill.additional-lore.choices.lore.options.games.name":"Games Lore","feats.skill.additional-lore.choices.lore.options.genealogy.name":"Genealogy Lore","feats.skill.additional-lore.choices.lore.options.gladiatorial.name":"Gladiatorial Lore","feats.skill.additional-lore.choices.lore.options.goblin.name":"Goblin Lore","feats.skill.additional-lore.choices.lore.options.guild.name":"Guild Lore","feats.skill.additional-lore.choices.lore.options.halfling.name":"Halfling Lore","feats.skill.additional-lore.choices.lore.options.heraldry.name":"Heraldry Lore","feats.skill.additional-lore.choices.lore.options.herbalism.name":"Herbalism Lore","feats.skill.additional-lore.choices.lore.options.labor.name":"Labor Lore","feats.skill.additional-lore.choices.lore.options.legal.name":"Legal Lore","feats.skill.additional-lore.choices.lore.options.leshy.name":"Leshy Lore","feats.skill.additional-lore.choices.lore.options.mercantile.name":"Mercantile Lore","feats.skill.additional-lore.choices.lore.options.mining.name":"Mining Lore","feats.skill.additional-lore.choices.lore.options.mountain.name":"Mountain Lore","feats.skill.additional-lore.choices.lore.options.orc.name":"Orc Lore","feats.skill.additional-lore.choices.lore.options.plains.name":"Plains Lore","feats.skill.additional-lore.choices.lore.options.sailing.name":"Sailing Lore","feats.skill.additional-lore.choices.lore.options.scribing.name":"Scribing Lore","feats.skill.additional-lore.choices.lore.options.swamp.name":"Swamp Lore","feats.skill.additional-lore.choices.lore.options.tanning.name":"Tanning Lore","feats.skill.additional-lore.choices.lore.options.theater.name":"Theater Lore","feats.skill.additional-lore.choices.lore.options.underworld.name":"Underworld Lore","feats.skill.additional-lore.choices.lore.options.warfare.name":"Warfare Lore","feats.skill.additional-lore.choices.lore.prompt":"Lore","feats.skill.additional-lore.description":"Choose a Lore: you become trained in it, and at 3rd, 7th and 15th level it gains an extra skill increase.","feats.skill.additional-lore.name":"Additional Lore","feats.skill.advanced-first-aid.description":"When you Administer First Aid, you can instead lower an ally's frightened or sickened by 2, or end it on a critical success.","feats.skill.advanced-first-aid.name":"Advanced First Aid","feats.skill.advanced-first-aid.prerequisites.master":"Master in Medicine","feats.skill.alchemical-crafting.description":"You can Craft alchemical items, and add four common 1st-level alchemical formulas to your formula book.","feats.skill.alchemical-crafting.name":"Alchemical Crafting","feats.skill.alchemical-crafting.prerequisites.trained":"Trained in Crafting","feats.skill.arcane-sense.description":"You can cast detect magic at will as an arcane innate spell, at 3rd rank if you're a master in Arcana and 4th if legendary.","feats.skill.arcane-sense.name":"Arcane Sense","feats.skill.arcane-sense.prerequisites.trained":"Trained in Arcana","feats.skill.assurance.actions.assurance.description":"A fixed result of 10 + your proficiency bonus in a skill you chose for Assurance, with no other bonuses or penalties, against a DC if given.","feats.skill.assurance.actions.assurance.name":"Assurance","feats.skill.assurance.actions.assurance.params.dc.name":"DC","feats.skill.assurance.actions.assurance.params.skill.name":"Skill","feats.skill.assurance.choices.skill.prompt":"Skill","feats.skill.assurance.description":"Choose a skill. Instead of rolling, you can take a result of 10 + your proficiency bonus, ignoring every other bonus and penalty.","feats.skill.assurance.name":"Assurance","feats.skill.automatic-knowledge.description":"Choose a skill you're an expert in with Recall Knowledge and Assurance: once per round, you can Recall Knowledge with it as a free action, using Assurance.","feats.skill.automatic-knowledge.name":"Automatic Knowledge","feats.skill.automatic-knowledge.prerequisites.assurance":"Assurance","feats.skill.automatic-knowledge.prerequisites.expert":"Expert in Arcana, Crafting, Medicine, Nature, Occultism, Religion, Society or a Lore","feats.skill.bargain-hunter.description":"You can Earn Income with Diplomacy by hunting bargains, or spend that time buying an item at a discount equal to the income. Taken at 1st level, you start with 2 more gp.","feats.skill.bargain-hunter.name":"Bargain Hunter","feats.skill.bargain-hunter.prerequisites.trained":"Trained in Diplomacy","feats.skill.battle-cry.description":"When you roll initiative, you can Demoralize an observed foe as a free action; legendary, you can also Demoralize as a reaction when you critically hit.","feats.skill.battle-cry.name":"Battle Cry","feats.skill.battle-cry.prerequisites.master":"Master in Intimidation","feats.skill.battle-medicine.actions.battle-medicine.description":"1 action: Medicine at a Treat Wounds DC of a rank you have, healing as Treat Wounds without ending wounded.","feats.skill.battle-medicine.actions.battle-medicine.name":"Battle Medicine","feats.skill.battle-medicine.actions.battle-medicine.options.expert.name":"Expert (DC 20, +10 HP)","feats.skill.battle-medicine.actions.battle-medicine.options.legendary.name":"Legendary (DC 40, +50 HP)","feats.skill.battle-medicine.actions.battle-medicine.options.master.name":"Master (DC 30, +30 HP)","feats.skill.battle-medicine.actions.battle-medicine.options.trained.name":"Trained (DC 15)","feats.skill.battle-medicine.actions.battle-medicine.participants.patient.name":"Patient","feats.skill.battle-medicine.actions.battle-medicine.steps.tier.prompt":"DC to attempt","feats.skill.battle-medicine.description":"1 action, holding or wearing a healer's toolkit: a Medicine check at a Treat Wounds DC heals as Treat Wounds would, without removing wounded. The target is then immune to your Battle Medicine for a day.","feats.skill.battle-medicine.name":"Battle Medicine","feats.skill.battle-medicine.prerequisites.trained":"Trained in Medicine","feats.skill.bizarre-magic.description":"The DCs to Recognize your spells and Identify your magic rise by 5.","feats.skill.bizarre-magic.name":"Bizarre Magic","feats.skill.bizarre-magic.prerequisites.master":"Master in Occultism","feats.skill.bonded-animal.description":"After 7 days of downtime with a friendly animal and a Nature check against its Will DC, it's bonded to you, helpful, and a minion if it's level –1.","feats.skill.bonded-animal.name":"Bonded Animal","feats.skill.bonded-animal.prerequisites.expert":"Expert in Nature","feats.skill.break-curse.description":"8 hours of rites (10 minutes if legendary): counteract a curse on a target with Occultism or Religion, at a counteract rank of half your level rounded up.","feats.skill.break-curse.name":"Break Curse","feats.skill.break-curse.prerequisites.master":"Master in Occultism or Religion","feats.skill.cat-fall.description":"Treat falls as 10 feet shorter, 25 feet if you're an expert in Acrobatics and 50 if a master; legendary, you always land on your feet unharmed.","feats.skill.cat-fall.name":"Cat Fall","feats.skill.cat-fall.prerequisites.trained":"Trained in Acrobatics","feats.skill.charming-liar.description":"A critical success to Lie improves the target's attitude toward you by one step, once per conversation, when the lie is meant to impress or ingratiate.","feats.skill.charming-liar.name":"Charming Liar","feats.skill.charming-liar.prerequisites.trained":"Trained in Deception","feats.skill.cloud-jump.description":"A successful Long Jump goes three times as far, and a successful High Jump goes as far as a Long Jump would. Each extra action you spend on a jump adds your Speed to its limit.","feats.skill.cloud-jump.name":"Cloud Jump","feats.skill.cloud-jump.prerequisites.legendary":"Legendary in Athletics","feats.skill.combat-climber.description":"You aren't off-guard while Climbing, and you can Climb with one hand occupied.","feats.skill.combat-climber.name":"Combat Climber","feats.skill.combat-climber.prerequisites.trained":"Trained in Athletics","feats.skill.communal-crafting.description":"Other characters can help you Craft with a relevant skill; their checks also lower the cost of raw materials.","feats.skill.communal-crafting.name":"Communal Crafting","feats.skill.communal-crafting.prerequisites.expert":"Expert in Crafting","feats.skill.confabulator.description":"The bonus a target gets against your repeated Lies and Diversions is +2 instead of +4 (+1 if you're a master, none if legendary).","feats.skill.confabulator.name":"Confabulator","feats.skill.confabulator.prerequisites.expert":"Expert in Deception","feats.skill.continual-recovery.description":"A patient of your Treat Wounds is immune for only 10 minutes instead of an hour.","feats.skill.continual-recovery.name":"Continual Recovery","feats.skill.continual-recovery.prerequisites.expert":"Expert in Medicine","feats.skill.courtly-graces.description":"You pass as a noble or one of their circle. You can use Society to Make an Impression on nobles and to Impersonate one; with the usual skills there, a +1 circumstance bonus instead.","feats.skill.courtly-graces.name":"Courtly Graces","feats.skill.courtly-graces.prerequisites.trained":"Trained in Society","feats.skill.craft-anything.description":"With the right crafting feat and the item's level and proficiency, you can ignore most other requirements to Craft it (not its cost, nor an artifact's), as the GM allows.","feats.skill.craft-anything.name":"Craft Anything","feats.skill.craft-anything.prerequisites.legendary":"Legendary in Crafting","feats.skill.divine-guidance.actions.divine-guidance.name":"Divine Guidance","feats.skill.divine-guidance.actions.divine-guidance.params.dc.name":"DC","feats.skill.divine-guidance.description":"Spend 10 minutes reading your scriptures about a problem, then attempt a Religion check against the GM's DC; on a success you find a passage that helps you past it.","feats.skill.divine-guidance.name":"Divine Guidance","feats.skill.divine-guidance.prerequisites.legendary":"Legendary in Religion","feats.skill.dubious-knowledge.description":"When you fail (not critically) to Recall Knowledge, you learn the correct answer and a wrong one, without knowing which is which.","feats.skill.dubious-knowledge.name":"Dubious Knowledge","feats.skill.dubious-knowledge.prerequisites.trained":"Trained in Arcana, Crafting, Medicine, Nature, Occultism, Religion, Society or a Lore","feats.skill.experienced-professional.description":"A critical failure to Earn Income with Lore is a failure instead; if you're an expert in the Lore, a failure earns twice as much.","feats.skill.experienced-professional.name":"Experienced Professional","feats.skill.experienced-professional.prerequisites.trained":"Trained in a Lore","feats.skill.experienced-smuggler.description":"When the GM rolls your Stealth to see if an observer notices a small item you've hidden, the die counts as at least 10 (15 if you're a master in Stealth; legendary, you always succeed).","feats.skill.experienced-smuggler.name":"Experienced Smuggler","feats.skill.experienced-smuggler.prerequisites.trained":"Trained in Stealth","feats.skill.experienced-tracker.description":"You can Track at full Speed with a –5 penalty (none if you're a master in Survival; legendary, you roll only when the trail changes).","feats.skill.experienced-tracker.name":"Experienced Tracker","feats.skill.experienced-tracker.prerequisites.trained":"Trained in Survival","feats.skill.fascinating-performance.description":"When you Perform, compare the result to one observer's Will DC: on a success it's fascinated for a round (a critical success in combat, with the incapacitation trait), then immune for an hour. Expert: up to 4 observers; master: 10; legendary: any number.","feats.skill.fascinating-performance.name":"Fascinating Performance","feats.skill.fascinating-performance.prerequisites.trained":"Trained in Performance","feats.skill.foil-senses.description":"When you Avoid Notice, Hide or Sneak, you always take precautions against special senses.","feats.skill.foil-senses.name":"Foil Senses","feats.skill.foil-senses.prerequisites.master":"Master in Stealth","feats.skill.forager.description":"When you Subsist with Survival, any result worse than a success is a success, and you feed yourself and 4 more creatures (8 if expert, 16 if master, 32 if legendary; twice as many on a critical success).","feats.skill.forager.name":"Forager","feats.skill.forager.prerequisites.trained":"Trained in Survival","feats.skill.glad-hand.description":"Meeting someone socially, you can Make an Impression at once; if you fail, you can talk for a minute and try again.","feats.skill.glad-hand.name":"Glad-Hand","feats.skill.glad-hand.prerequisites.expert":"Expert in Diplomacy","feats.skill.group-coercion.description":"When you Coerce, compare the result to up to 5 targets' Will DCs (10 if expert, 25 if master, 50 if legendary).","feats.skill.group-coercion.name":"Group Coercion","feats.skill.group-coercion.prerequisites.trained":"Trained in Intimidation","feats.skill.group-impression.description":"When you Make an Impression, compare the result to up to 10 targets' Will DCs (20 if expert, 50 if master, 100 if legendary).","feats.skill.group-impression.name":"Group Impression","feats.skill.group-impression.prerequisites.trained":"Trained in Diplomacy","feats.skill.hefty-hauler.description":"Your maximum and encumbered Bulk limits rise by 2.","feats.skill.hefty-hauler.name":"Hefty Hauler","feats.skill.hefty-hauler.prerequisites.trained":"Trained in Athletics","feats.skill.hobnobber.description":"Gathering Information takes you half as long; if you're a master in Diplomacy, a critical failure to Gather Information is a failure.","feats.skill.hobnobber.name":"Hobnobber","feats.skill.hobnobber.prerequisites.trained":"Trained in Diplomacy","feats.skill.impeccable-crafting.description":"A success at Crafting an item of your Specialty Crafting kind is a critical success.","feats.skill.impeccable-crafting.name":"Impeccable Crafting","feats.skill.impeccable-crafting.prerequisites.master":"Master in Crafting","feats.skill.impeccable-crafting.prerequisites.specialty-crafting":"Specialty Crafting","feats.skill.impressive-performance.description":"You can Make an Impression with Performance. After performing for 10 minutes, you can impress up to 10 audience members at once (20 after an hour, 50 after two).","feats.skill.impressive-performance.name":"Impressive Performance","feats.skill.impressive-performance.prerequisites.trained":"Trained in Performance","feats.skill.intimidating-glare.description":"You can Demoralize with a glare: it loses the auditory trait, gains the visual trait, and takes no penalty when the target doesn't understand you.","feats.skill.intimidating-glare.name":"Intimidating Glare","feats.skill.intimidating-glare.prerequisites.trained":"Trained in Intimidation","feats.skill.intimidating-prowess.description":"When you can physically menace the target, a +1 circumstance bonus to Coerce and Demoralize (+2 with Strength +5 as a master in Intimidation), and no penalty for not sharing a language.","feats.skill.intimidating-prowess.name":"Intimidating Prowess","feats.skill.intimidating-prowess.prerequisites.expert":"Expert in Intimidation","feats.skill.intimidating-prowess.prerequisites.str":"Strength +3","feats.skill.inventor.description":"Downtime: invent a common formula you don't know, as if Crafting it.","feats.skill.inventor.name":"Inventor","feats.skill.inventor.prerequisites.expert":"Expert in Crafting","feats.skill.kip-up.description":"Free action: you stand up without triggering reactions.","feats.skill.kip-up.name":"Kip Up","feats.skill.kip-up.prerequisites.master":"Master in Acrobatics","feats.skill.lasting-coercion.description":"A creature you Coerce can comply for up to a week (a month if you're legendary).","feats.skill.lasting-coercion.name":"Lasting Coercion","feats.skill.lasting-coercion.prerequisites.expert":"Expert in Intimidation","feats.skill.legendary-codebreaker.description":"You can Decipher Writing with Society while reading at normal speed. Taking the full time, a success is a critical success, and a critical success gives a near word-for-word understanding.","feats.skill.legendary-codebreaker.name":"Legendary Codebreaker","feats.skill.legendary-codebreaker.prerequisites.legendary":"Legendary in Society","feats.skill.legendary-linguist.description":"You can always talk with a creature that has a language by making up a simple pidgin, once you know how it communicates.","feats.skill.legendary-linguist.name":"Legendary Linguist","feats.skill.legendary-linguist.prerequisites.legendary":"Legendary in Society","feats.skill.legendary-linguist.prerequisites.multilingual":"Multilingual","feats.skill.legendary-medic.actions.legendary-medic.name":"Legendary Medic","feats.skill.legendary-medic.actions.legendary-medic.options.blinded.name":"Blinded","feats.skill.legendary-medic.actions.legendary-medic.options.deafened.name":"Deafened","feats.skill.legendary-medic.actions.legendary-medic.options.disease.name":"A disease","feats.skill.legendary-medic.actions.legendary-medic.options.doomed.name":"Doomed","feats.skill.legendary-medic.actions.legendary-medic.options.drained.name":"Drained","feats.skill.legendary-medic.actions.legendary-medic.params.dc.name":"DC","feats.skill.legendary-medic.actions.legendary-medic.participants.patient.name":"Patient","feats.skill.legendary-medic.actions.legendary-medic.steps.aim.prompt":"What to remove","feats.skill.legendary-medic.description":"Once a day per creature, spend an hour and attempt Medicine against the effect's DC to remove a disease or the blinded, deafened, doomed or drained condition (10 higher for an artifact's or a power beyond 20th level).","feats.skill.legendary-medic.name":"Legendary Medic","feats.skill.legendary-medic.prerequisites.legendary":"Legendary in Medicine","feats.skill.legendary-negotiation.actions.legendary-negotiation.name":"Legendary Negotiation","feats.skill.legendary-negotiation.actions.legendary-negotiation.params.dc.name":"DC","feats.skill.legendary-negotiation.actions.legendary-negotiation.participants.target.name":"Target","feats.skill.legendary-negotiation.description":"3 actions: Make an Impression and then Request that a foe stop fighting and talk, with one Diplomacy check at −5, usually against its Will DC.","feats.skill.legendary-negotiation.name":"Legendary Negotiation","feats.skill.legendary-negotiation.prerequisites.legendary":"Legendary in Diplomacy","feats.skill.legendary-performer.description":"Your fame makes creatures who know of you start one attitude step better (or worse, by your reputation), and you can Earn Income with Performance from higher-level audiences.","feats.skill.legendary-performer.name":"Legendary Performer","feats.skill.legendary-performer.prerequisites.legendary":"Legendary in Performance","feats.skill.legendary-performer.prerequisites.virtuosic-performer":"Virtuosic Performer","feats.skill.legendary-professional.description":"As Legendary Performer, but your fame is in a Lore, and you find higher-level jobs to Earn Income with it.","feats.skill.legendary-professional.name":"Legendary Professional","feats.skill.legendary-professional.prerequisites.legendary":"Legendary in a Lore","feats.skill.legendary-sneak.description":"You can Hide and Sneak without cover or concealment, and you Avoid Notice while doing another exploration activity unless you choose not to.","feats.skill.legendary-sneak.name":"Legendary Sneak","feats.skill.legendary-sneak.prerequisites.legendary":"Legendary in Stealth","feats.skill.legendary-sneak.prerequisites.swift-sneak":"Swift Sneak","feats.skill.legendary-survivalist.description":"You can go without food and water indefinitely, and severe, extreme and incredible cold or heat deal you no damage.","feats.skill.legendary-survivalist.name":"Legendary Survivalist","feats.skill.legendary-survivalist.prerequisites.legendary":"Legendary in Survival","feats.skill.legendary-thief.description":"Over at least a minute while staying hidden, you can Steal things that are wielded or hard to remove, even worn armor.","feats.skill.legendary-thief.name":"Legendary Thief","feats.skill.legendary-thief.prerequisites.legendary":"Legendary in Thievery","feats.skill.legendary-thief.prerequisites.pickpocket":"Pickpocket","feats.skill.lengthy-diversion.description":"When you critically succeed to Create a Diversion, you stay hidden after your turn ends, for at least another round.","feats.skill.lengthy-diversion.name":"Lengthy Diversion","feats.skill.lengthy-diversion.prerequisites.trained":"Trained in Deception","feats.skill.lie-to-me.description":"In a conversation, someone Lying to you must beat your Deception DC if it's higher than your Perception DC.","feats.skill.lie-to-me.name":"Lie to Me","feats.skill.lie-to-me.prerequisites.trained":"Trained in Deception","feats.skill.magical-crafting.description":"You can Craft magic items, and gain formulas for four common magic items of 2nd level or lower.","feats.skill.magical-crafting.name":"Magical Crafting","feats.skill.magical-crafting.prerequisites.expert":"Expert in Crafting","feats.skill.magical-shorthand.description":"Learning a spell takes you 10 minutes, a success is a critical success, and after a failure you can retry after a week or a level. You can spend downtime learning spells as if Earning Income.","feats.skill.magical-shorthand.name":"Magical Shorthand","feats.skill.magical-shorthand.prerequisites.expert":"Expert in Arcana, Nature, Occultism or Religion","feats.skill.monster-crafting.description":"You can Craft with a monster's body using Survival, spending its valuable parts on the materials and reducing the price by its level.","feats.skill.monster-crafting.name":"Monster Crafting","feats.skill.monster-crafting.prerequisites.master":"Master in Survival","feats.skill.multilingual.description":"You learn two new languages, and one more each when you become a master and legendary in Society.","feats.skill.multilingual.name":"Multilingual","feats.skill.multilingual.prerequisites.trained":"Trained in Society","feats.skill.natural-medicine.description":"You can Treat Wounds with Nature instead of Medicine, with a +2 circumstance bonus in the wilderness at the GM's discretion.","feats.skill.natural-medicine.name":"Natural Medicine","feats.skill.natural-medicine.prerequisites.trained":"Trained in Nature","feats.skill.nimble-crawl.description":"You Crawl at half your Speed (full Speed as a master in Acrobatics); legendary, you aren't off-guard while prone.","feats.skill.nimble-crawl.name":"Nimble Crawl","feats.skill.nimble-crawl.prerequisites.expert":"Expert in Acrobatics","feats.skill.no-cause-for-alarm.description":"3 actions: a Diplomacy check against the Will DC of each frightened creature in a 10-foot emanation; a success lowers its frightened by 1, a critical success by 2. Each is then immune for an hour.","feats.skill.no-cause-for-alarm.name":"No Cause for Alarm","feats.skill.no-cause-for-alarm.prerequisites.trained":"Trained in Diplomacy","feats.skill.oddity-identification.description":"When you notice a magical effect, you know at once whether it's mental, about fortune, or reveals secrets; you get a +2 circumstance bonus with Occultism to Identify Magic or Recall Knowledge about such effects.","feats.skill.oddity-identification.name":"Oddity Identification","feats.skill.oddity-identification.prerequisites.trained":"Trained in Occultism","feats.skill.pickpocket.description":"You can Steal or Palm a closely guarded object without the –5 penalty. As a master in Thievery, you can Steal from a creature on guard, with 2 actions and a –5 penalty.","feats.skill.pickpocket.name":"Pickpocket","feats.skill.pickpocket.prerequisites.trained":"Trained in Thievery","feats.skill.planar-survival.description":"You can Subsist with Survival on any plane, and a success also protects you and those you support from the plane's general harm.","feats.skill.planar-survival.name":"Planar Survival","feats.skill.planar-survival.prerequisites.master":"Master in Survival","feats.skill.powerful-leap.description":"You can Leap 5 feet up, and every Leap goes 5 feet farther.","feats.skill.powerful-leap.name":"Powerful Leap","feats.skill.powerful-leap.prerequisites.expert":"Expert in Athletics","feats.skill.quick-climb.description":"Climbing, you move 5 feet farther on a success and 10 on a critical success, up to your Speed; legendary, a climb Speed equal to your Speed.","feats.skill.quick-climb.name":"Quick Climb","feats.skill.quick-climb.prerequisites.master":"Master in Athletics","feats.skill.quick-coercion.description":"You can Coerce a creature after 1 round of conversation instead of 1 minute (still not in combat).","feats.skill.quick-coercion.name":"Quick Coercion","feats.skill.quick-coercion.prerequisites.trained":"Trained in Intimidation","feats.skill.quick-disguise.description":"A disguise takes a tenth the usual time; a 3-action activity with Impersonate as a master in Deception, 1 action if legendary.","feats.skill.quick-disguise.name":"Quick Disguise","feats.skill.quick-disguise.prerequisites.expert":"Expert in Deception","feats.skill.quick-identification.description":"Identify Magic takes you 1 minute instead of 10; 3 actions if you're a master, 1 action if legendary.","feats.skill.quick-identification.name":"Quick Identification","feats.skill.quick-identification.prerequisites.trained":"Trained in Arcana, Nature, Occultism or Religion","feats.skill.quick-jump.description":"High Jump and Long Jump take you 1 action, without the Stride first.","feats.skill.quick-jump.name":"Quick Jump","feats.skill.quick-jump.prerequisites.trained":"Trained in Athletics","feats.skill.quick-recognition.description":"Once per round, you can Recognize a Spell as a free action with a skill you're a master in.","feats.skill.quick-recognition.name":"Quick Recognition","feats.skill.quick-recognition.prerequisites.master":"Master in Arcana, Nature, Occultism or Religion","feats.skill.quick-recognition.prerequisites.recognize-spell":"Recognize Spell","feats.skill.quick-repair.description":"Repair takes you 1 minute and isn't an exploration activity; 3 actions if you're a master in Crafting, 1 if legendary.","feats.skill.quick-repair.name":"Quick Repair","feats.skill.quick-repair.prerequisites.trained":"Trained in Crafting","feats.skill.quick-squeeze.description":"You Squeeze 5 feet per round (10 on a critical success); at full Speed if you're legendary in Acrobatics.","feats.skill.quick-squeeze.name":"Quick Squeeze","feats.skill.quick-squeeze.prerequisites.trained":"Trained in Acrobatics","feats.skill.quick-swim.description":"Swimming, you move 5 feet farther on a success and 10 on a critical success, up to your Speed; legendary, a swim Speed equal to your Speed.","feats.skill.quick-swim.name":"Quick Swim","feats.skill.quick-swim.prerequisites.master":"Master in Athletics","feats.skill.quick-unlock.description":"You Pick a Lock with 1 action instead of 2.","feats.skill.quick-unlock.name":"Quick Unlock","feats.skill.quick-unlock.prerequisites.master":"Master in Thievery","feats.skill.quiet-allies.description":"While you Avoid Notice and your allies Follow the Expert, the group rolls one Stealth check with the lowest modifier.","feats.skill.quiet-allies.name":"Quiet Allies","feats.skill.quiet-allies.prerequisites.expert":"Expert in Stealth","feats.skill.rapid-mantel.description":"When you Grab an Edge you can pull yourself up and stand, using Athletics instead of a Reflex save; Climbing or Leaping to within 5 feet of the top, you can do the same.","feats.skill.rapid-mantel.name":"Rapid Mantel","feats.skill.rapid-mantel.prerequisites.expert":"Expert in Athletics","feats.skill.read-lips.description":"You can read the lips of creatures you can see clearly, in a language you know. In encounters or hard cases you're fascinated and off-guard while you focus, and need a Society check.","feats.skill.read-lips.name":"Read Lips","feats.skill.read-lips.prerequisites.trained":"Trained in Society","feats.skill.recognize-spell.description":"Reaction when a creature you see casts a spell you don't have: identify it, automatically if it's common, of 2nd rank or lower and of a tradition you're trained in; otherwise a secret check with that tradition's skill. A critical success gives a +1 circumstance bonus to your save or AC against it; a critical failure misidentifies it.","feats.skill.recognize-spell.name":"Recognize Spell","feats.skill.recognize-spell.prerequisites.trained":"Trained in Arcana, Nature, Occultism or Religion","feats.skill.robust-recovery.description":"Treating a disease or poison (yours or a patient's) gives +4 instead of +2 on a success, and the patient's success on the save is a critical success.","feats.skill.robust-recovery.name":"Robust Recovery","feats.skill.robust-recovery.prerequisites.expert":"Expert in Medicine","feats.skill.scare-to-death.actions.scare-to-death.name":"Scare to Death","feats.skill.scare-to-death.actions.scare-to-death.params.dc.name":"DC","feats.skill.scare-to-death.actions.scare-to-death.participants.target.name":"Target","feats.skill.scare-to-death.description":"1 action: Intimidation against the Will DC of a living creature within 30 feet (−4 if it can't hear or understand you). Critical success: it saves on Fortitude against your Intimidation DC, dying on a critical failure, else frightened 2 and fleeing for a round; success: frightened 2; failure: frightened 1. It's immune for a minute.","feats.skill.scare-to-death.name":"Scare to Death","feats.skill.scare-to-death.prerequisites.legendary":"Legendary in Intimidation","feats.skill.schooled-in-secrets.description":"You can use Occultism instead of Diplomacy to Gather Information about secret societies and instead of Deception to Impersonate their members, and you recognize members of your own group.","feats.skill.schooled-in-secrets.name":"Schooled in Secrets","feats.skill.schooled-in-secrets.prerequisites.trained":"Trained in Occultism","feats.skill.seasoned.description":"A +1 circumstance bonus to Craft food and drink (elixirs and potions with the matching crafting feats), +2 if you're a master in a prerequisite skill.","feats.skill.seasoned.name":"Seasoned","feats.skill.seasoned.prerequisites.trained":"Trained in Alcohol Lore, Cooking Lore or Crafting","feats.skill.shameless-request.description":"Outrageous Requests raise the DC by 2 less, and a critical failure to Request is a failure.","feats.skill.shameless-request.name":"Shameless Request","feats.skill.shameless-request.prerequisites.master":"Master in Diplomacy","feats.skill.sign-language.description":"You know the sign languages of the languages you know.","feats.skill.sign-language.name":"Sign Language","feats.skill.sign-language.prerequisites.trained":"Trained in Society","feats.skill.skill-training.choices.skill.prompt":"Skill to train","feats.skill.skill-training.description":"You become trained in a skill of your choice.","feats.skill.skill-training.name":"Skill Training","feats.skill.skill-training.prerequisites.int":"Intelligence +1","feats.skill.slippery-secrets.description":"When magic would read your mind, detect your lies or reveal your identity, a Deception check against its DC makes it reveal nothing.","feats.skill.slippery-secrets.name":"Slippery Secrets","feats.skill.slippery-secrets.prerequisites.master":"Master in Deception","feats.skill.specialty-crafting.choices.specialty.options.alchemy.name":"Alchemy","feats.skill.specialty-crafting.choices.specialty.options.artistry.name":"Artistry","feats.skill.specialty-crafting.choices.specialty.options.blacksmithing.name":"Blacksmithing","feats.skill.specialty-crafting.choices.specialty.options.bookmaking.name":"Bookmaking","feats.skill.specialty-crafting.choices.specialty.options.glassmaking.name":"Glassmaking","feats.skill.specialty-crafting.choices.specialty.options.leatherworking.name":"Leatherworking","feats.skill.specialty-crafting.choices.specialty.options.pottery.name":"Pottery","feats.skill.specialty-crafting.choices.specialty.options.shipbuilding.name":"Shipbuilding","feats.skill.specialty-crafting.choices.specialty.options.stonemasonry.name":"Stonemasonry","feats.skill.specialty-crafting.choices.specialty.options.tailoring.name":"Tailoring","feats.skill.specialty-crafting.choices.specialty.options.weaving.name":"Weaving","feats.skill.specialty-crafting.choices.specialty.options.woodworking.name":"Woodworking","feats.skill.specialty-crafting.choices.specialty.prompt":"Specialty","feats.skill.specialty-crafting.description":"Choose a crafting specialty: a +1 circumstance bonus to Craft items of that kind, +2 if you're a master in Crafting.","feats.skill.specialty-crafting.name":"Specialty Crafting","feats.skill.specialty-crafting.prerequisites.trained":"Trained in Crafting","feats.skill.steady-balance.description":"A success to Balance is a critical success, and you aren't off-guard while Balancing on narrow surfaces or uneven ground.","feats.skill.steady-balance.name":"Steady Balance","feats.skill.steady-balance.prerequisites.trained":"Trained in Acrobatics","feats.skill.streetwise.description":"You can Gather Information with Society, and in a settlement you know well, Recall Knowledge with Society for what Gathering Information would find.","feats.skill.streetwise.name":"Streetwise","feats.skill.streetwise.prerequisites.trained":"Trained in Society","feats.skill.student-of-the-canon.description":"A critical failure with Religion to Decipher religious writing or Recall Knowledge about faiths is a failure; about your own faith, a failure is a success and a success a critical success.","feats.skill.student-of-the-canon.name":"Student of the Canon","feats.skill.student-of-the-canon.prerequisites.trained":"Trained in Religion","feats.skill.subtle-theft.description":"After you Steal, observers take a –2 circumstance penalty to their Perception DCs to notice. After a Create a Diversion, one Palm an Object or Steal doesn't end your being undetected.","feats.skill.subtle-theft.name":"Subtle Theft","feats.skill.subtle-theft.prerequisites.trained":"Trained in Thievery","feats.skill.survey-wildlife.description":"In 10 minutes, a Survival check reveals which creatures are nearby from their signs; on a success you can Recall Knowledge about them with a –2 penalty (none as a master).","feats.skill.survey-wildlife.name":"Survey Wildlife","feats.skill.survey-wildlife.prerequisites.trained":"Trained in Survival","feats.skill.swift-sneak.description":"You Sneak at full Speed, and while Burrowing, Climbing, Flying or Swimming if you can.","feats.skill.swift-sneak.name":"Swift Sneak","feats.skill.swift-sneak.prerequisites.master":"Master in Stealth","feats.skill.terrain-expertise.choices.terrain.options.aquatic.name":"Aquatic","feats.skill.terrain-expertise.choices.terrain.options.arctic.name":"Arctic","feats.skill.terrain-expertise.choices.terrain.options.desert.name":"Desert","feats.skill.terrain-expertise.choices.terrain.options.forest.name":"Forest","feats.skill.terrain-expertise.choices.terrain.options.mountain.name":"Mountain","feats.skill.terrain-expertise.choices.terrain.options.plains.name":"Plains","feats.skill.terrain-expertise.choices.terrain.options.sky.name":"Sky","feats.skill.terrain-expertise.choices.terrain.options.swamp.name":"Swamp","feats.skill.terrain-expertise.choices.terrain.options.underground.name":"Underground","feats.skill.terrain-expertise.choices.terrain.prompt":"Terrain","feats.skill.terrain-expertise.description":"Choose a terrain: a +1 circumstance bonus to Survival checks in it.","feats.skill.terrain-expertise.name":"Terrain Expertise","feats.skill.terrain-expertise.prerequisites.trained":"Trained in Survival","feats.skill.terrain-stalker.choices.terrain.options.rubble.name":"Rubble","feats.skill.terrain-stalker.choices.terrain.options.snow.name":"Snow","feats.skill.terrain-stalker.choices.terrain.options.underbrush.name":"Underbrush","feats.skill.terrain-stalker.choices.terrain.prompt":"Terrain","feats.skill.terrain-stalker.description":"Choose rubble, snow or underbrush. Undetected in that terrain, you can Sneak 5 feet without a check if you stay 10 feet from enemies, and approach within 15 feet while Avoiding Notice.","feats.skill.terrain-stalker.name":"Terrain Stalker","feats.skill.terrain-stalker.prerequisites.trained":"Trained in Stealth","feats.skill.terrified-retreat.description":"When you critically succeed to Demoralize a target of lower level than you, it's fleeing for 1 round.","feats.skill.terrified-retreat.name":"Terrified Retreat","feats.skill.terrified-retreat.prerequisites.master":"Master in Intimidation","feats.skill.titan-wrestler.description":"You can Disarm, Grapple, Reposition, Shove or Trip creatures up to two sizes larger than you (three if you're legendary in Athletics).","feats.skill.titan-wrestler.name":"Titan Wrestler","feats.skill.titan-wrestler.prerequisites.trained":"Trained in Athletics","feats.skill.train-animal.description":"Downtime: teach an animal a basic action, with a check and time the GM sets.","feats.skill.train-animal.name":"Train Animal","feats.skill.train-animal.prerequisites.trained":"Trained in Nature","feats.skill.trick-magic-item.description":"1 action: a check with the skill of the item's tradition activates a magic item you couldn't otherwise use, using your DC and spell attack.","feats.skill.trick-magic-item.name":"Trick Magic Item","feats.skill.trick-magic-item.prerequisites.trained":"Trained in Arcana, Nature, Occultism or Religion","feats.skill.underwater-marauder.description":"You aren't off-guard in water, and take no penalty for bludgeoning or slashing melee weapons there.","feats.skill.underwater-marauder.name":"Underwater Marauder","feats.skill.underwater-marauder.prerequisites.trained":"Trained in Athletics","feats.skill.unified-theory.description":"You can use Arcana in place of Nature, Occultism or Religion for skill actions and skill feats about magic, with no penalty for doing so.","feats.skill.unified-theory.name":"Unified Theory","feats.skill.unified-theory.prerequisites.legendary":"Legendary in Arcana","feats.skill.unmistakable-lore.description":"A critical failure to Recall Knowledge with a Lore you're trained in is a failure; as a master in it, a critical success tells you more.","feats.skill.unmistakable-lore.name":"Unmistakable Lore","feats.skill.unmistakable-lore.prerequisites.expert":"Expert in a Lore","feats.skill.unusual-treatment.description":"Succeeding at Treat Wounds against DC 20 or higher also lowers one clumsy, enfeebled or stupefied condition on the patient by 1 (once a day per creature).","feats.skill.unusual-treatment.name":"Unusual Treatment","feats.skill.unusual-treatment.prerequisites.expert":"Expert in Medicine","feats.skill.virtuosic-performer.choices.specialty.options.acting.name":"Acting","feats.skill.virtuosic-performer.choices.specialty.options.comedy.name":"Comedy","feats.skill.virtuosic-performer.choices.specialty.options.dance.name":"Dance","feats.skill.virtuosic-performer.choices.specialty.options.keyboards.name":"Keyboards","feats.skill.virtuosic-performer.choices.specialty.options.oratory.name":"Oratory","feats.skill.virtuosic-performer.choices.specialty.options.percussion.name":"Percussion","feats.skill.virtuosic-performer.choices.specialty.options.singing.name":"Singing","feats.skill.virtuosic-performer.choices.specialty.options.strings.name":"Strings","feats.skill.virtuosic-performer.choices.specialty.options.winds.name":"Winds","feats.skill.virtuosic-performer.choices.specialty.prompt":"Performance","feats.skill.virtuosic-performer.description":"Choose a kind of performance: a +1 circumstance bonus to Performance checks of that kind, +2 if you're a master in Performance.","feats.skill.virtuosic-performer.name":"Virtuosic Performer","feats.skill.virtuosic-performer.prerequisites.trained":"Trained in Performance","feats.skill.wall-jump.description":"Ending a jump next to a wall, you don't fall if your next action is another jump, which takes 1 action; once a turn, or any number of times if you're legendary in Athletics.","feats.skill.wall-jump.name":"Wall Jump","feats.skill.wall-jump.prerequisites.master":"Master in Athletics","feats.skill.ward-medic.description":"Treat Disease and Treat Wounds can treat two targets at once (four as a master in Medicine, eight if legendary).","feats.skill.ward-medic.name":"Ward Medic","feats.skill.ward-medic.prerequisites.expert":"Expert in Medicine","feats.skill.wary-disarmament.description":"A +2 circumstance bonus to AC or saves against a trap or device you set off while disarming it.","feats.skill.wary-disarmament.name":"Wary Disarmament","feats.skill.wary-disarmament.prerequisites.expert":"Expert in Thievery","situational.againstInhaled.name":"Against an inhaled threat","tags.trait.downtime.name":"Downtime","tags.trait.exploration.name":"Exploration","tags.trait.occult.name":"Occult","tags.trait.primal.name":"Primal","tags.trait.secret.name":"Secret","feats.skill.acrobatic-performer.name":"Acrobatic Performer","feats.skill.acrobatic-performer.description":"You can roll Acrobatics instead of Performance to Perform; trained in both, you get a +1 circumstance bonus to that Acrobatics check.","feats.skill.acrobatic-performer.prerequisites.trained":"Trained in Acrobatics","feats.skill.armor-assist.name":"Armor Assist","feats.skill.armor-assist.description":"An Athletics or Warfare Lore check at the GM's DC (usually 15 common, 20 uncommon, 25 rare armor) halves the time you, or an ally you help, take to don armor.","feats.skill.armor-assist.prerequisites.trained":"Trained in Athletics or Warfare Lore","feats.skill.bon-mot.name":"Bon Mot","feats.skill.bon-mot.description":"1 action (auditory, concentrate, emotion, linguistic, mental): Diplomacy against the Will DC of a foe within 30 feet. Critical success: a -3 status penalty to its Perception and Will saves for 1 minute, which it can end early with a fitting retort; success: -2; critical failure: you take -2 for a minute or until your next successful Bon Mot.","feats.skill.bon-mot.prerequisites.trained":"Trained in Diplomacy","feats.skill.bon-mot.actions.bon-mot.name":"Bon Mot","feats.skill.bon-mot.actions.bon-mot.params.dc.name":"DC","feats.skill.bon-mot.actions.bon-mot.participants.target.name":"Target","feats.skill.concealing-legerdemain.name":"Concealing Legerdemain","feats.skill.concealing-legerdemain.description":"To Conceal an Object of light Bulk or less, you can use Thievery instead of Stealth, for the check and the DC an active searcher rolls against. You roll once but keep spending actions to keep it hidden.","feats.skill.concealing-legerdemain.prerequisites.trained":"Trained in Thievery","feats.skill.crafters-appraisal.name":"Crafter's Appraisal","feats.skill.crafters-appraisal.description":"You can use Crafting instead of a tradition's skill to Identify Magic on magic items (not other magic).","feats.skill.crafters-appraisal.prerequisites.trained":"Trained in Crafting","feats.skill.deceptive-worship.name":"Deceptive Worship","feats.skill.deceptive-worship.description":"You can use Occultism instead of Deception to Impersonate an ordinary worshipper of another faith, or to Lie that you belong to the faith you're Impersonating.","feats.skill.deceptive-worship.prerequisites.trained":"Trained in Occultism","feats.skill.dirty-trick.name":"Dirty Trick","feats.skill.dirty-trick.description":"1 action (attack, manipulate), a hand free and a foe in reach: Thievery against its Reflex DC. Critical success: it's clumsy 1 until it uses an Interact action to end it; success: clumsy 1 for 1 round; critical failure: you fall prone.","feats.skill.dirty-trick.prerequisites.trained":"Trained in Thievery","feats.skill.dirty-trick.actions.dirty-trick.name":"Dirty Trick","feats.skill.dirty-trick.actions.dirty-trick.params.dc.name":"DC","feats.skill.dirty-trick.actions.dirty-trick.params.attack.name":"Attack this turn (1st, 2nd, 3rd)","feats.skill.dirty-trick.actions.dirty-trick.participants.target.name":"Target","feats.skill.express-rider.name":"Express Rider","feats.skill.express-rider.description":"When working out your travel Speed for the day while mounted, a Nature check to Command an Animal (the GM's DC) raises your mount's travel Speed by half on a success, and up to six mounted allies' (or 30-foot quadrupeds') with it. No effect in encounters.","feats.skill.express-rider.prerequisites.trained":"Trained in Nature","feats.skill.eye-for-numbers.name":"Eye for Numbers","feats.skill.eye-for-numbers.description":"You learn at a glance about how many similar, countable items are in a group you see (rounded to the first digit). Counting a foe's belongings gives a +1 circumstance bonus, and Society instead of Deception, to your next Feint or Create a Diversion against it within a minute. +2 circumstance bonus to Decipher Writing that is mostly numbers.","feats.skill.eye-for-numbers.prerequisites.trained":"Trained in Society","feats.skill.forensic-acumen.name":"Forensic Acumen","feats.skill.forensic-acumen.description":"A forensic examination takes you half as long (at least 5 minutes). On a success, you can at once Recall Knowledge to follow up on what you found, or about the creature, with a +2 circumstance bonus (+3 if you're a master in Medicine, +4 legendary).","feats.skill.forensic-acumen.prerequisites.trained":"Trained in Medicine","feats.skill.glean-contents.name":"Glean Contents","feats.skill.glean-contents.description":"You can Decipher Writing with Society on a message you only glimpse, or see upside down or reversed, with a +1 circumstance bonus, and read sealed letters without breaking the seal (adding the manipulate trait). On a critical failure the owner learns of it.","feats.skill.glean-contents.prerequisites.trained":"Trained in Society","feats.skill.improvise-tool.name":"Improvise Tool","feats.skill.improvise-tool.description":"You can Repair without a repair toolkit, and, with the raw materials, Craft a caltrop set, candle, compass, crowbar, fishing tackle, flint and steel, hammer, ladder, piton, rope, 10-foot pole, thieves' picks, long or short tool, or torch as if you had their formulas.","feats.skill.improvise-tool.prerequisites.trained":"Trained in Crafting","feats.skill.inoculation.name":"Inoculation","feats.skill.inoculation.description":"When you successfully Treat a Disease and the patient fully recovers, they get a +2 circumstance bonus to saves against that disease for 1 week.","feats.skill.inoculation.prerequisites.trained":"Trained in Medicine","feats.skill.pilgrims-token.name":"Pilgrim's Token","feats.skill.pilgrims-token.description":"You follow a religion. You get a wooden religious symbol for free; while you have it, you go first when you tie a foe's initiative roll. A lost one is replaced by buying or Crafting another and attuning it in 10 minutes of prayer.","feats.skill.pilgrims-token.prerequisites.trained":"Trained in Religion","feats.skill.risky-surgery.name":"Risky Surgery","feats.skill.risky-surgery.description":"When you Treat Wounds, you can deal 1d8 slashing damage to the patient first; if you do, you get a +2 circumstance bonus to the Medicine check, and a success is a critical success.","feats.skill.risky-surgery.prerequisites.trained":"Trained in Medicine","feats.skill.root-magic.name":"Root Magic","feats.skill.root-magic.description":"At your daily preparations you make a charm pouch for one ally (not you). The ally's first saving throw that day against a spell or haunt gets a +1 circumstance bonus (+2 if you're an expert in Occultism, +3 if legendary).","feats.skill.root-magic.prerequisites.trained":"Trained in Occultism","feats.skill.snare-crafting.name":"Snare Crafting","feats.skill.snare-crafting.description":"You can Craft snares, and you add the formulas of four common 1st-level snares to your formula book.","feats.skill.snare-crafting.prerequisites.trained":"Trained in Crafting","feats.skill.armored-stealth.name":"Armored Stealth","feats.skill.armored-stealth.description":"In non-noisy armor you're trained in, your Stealth penalty from it drops by 1 (2 if you're a master in Stealth, 3 if legendary). In noisy armor, you ignore the noisy trait instead, so enough Strength removes the penalty as usual.","feats.skill.armored-stealth.prerequisites.expert":"Expert in Stealth","feats.skill.assured-identification.name":"Assured Identification","feats.skill.assured-identification.description":"Identifying Magic with Arcana, Nature, Occultism or Religion, a critical failure is a failure; and where a success would misidentify a cursed item, you just can't identify it.","feats.skill.assured-identification.prerequisites.expert":"Expert in Arcana, Nature, Occultism or Religion","feats.skill.backup-disguise.name":"Backup Disguise","feats.skill.backup-disguise.description":"You keep one disguise ready under your clothes: changing into it to Impersonate takes 3 actions (2 if you're a master in Deception, 1 if legendary). Making a new one takes the usual time; you have one at a time.","feats.skill.backup-disguise.prerequisites.expert":"Expert in Deception","feats.skill.battle-planner.name":"Battle Planner","feats.skill.battle-planner.description":"With a clear picture of your foes' numbers, positions and identities, you spend 1 minute planning and roll Warfare Lore. If the information was and stays accurate when you roll initiative against them, you can use that result for your initiative (a fortune effect).","feats.skill.battle-planner.prerequisites.expert":"Expert in Warfare Lore","feats.skill.discreet-inquiry.name":"Discreet Inquiry","feats.skill.discreet-inquiry.description":"When you Gather Information, you can hide your real subject among others at no cost. Anyone checking whether someone asked about it must beat the higher of your Deception DC and the usual DC to learn of you.","feats.skill.discreet-inquiry.prerequisites.expert":"Expert in Deception or Diplomacy","feats.skill.distracting-performance.name":"Distracting Performance","feats.skill.distracting-performance.description":"You can Create a Diversion with Performance instead of Deception; its benefits go to an ally of your choice instead of you, until the end of that ally's turn. You need to know the ally is present, not see it.","feats.skill.distracting-performance.prerequisites.expert":"Expert in Performance","feats.skill.exhort-the-faithful.name":"Exhort the Faithful","feats.skill.exhort-the-faithful.description":"You follow a religion. To Request something of, or Coerce, members of your own faith you can use Religion instead of Diplomacy or Intimidation, with a +2 circumstance bonus; a critically failed Request doesn't worsen their attitude.","feats.skill.exhort-the-faithful.prerequisites.expert":"Expert in Religion","feats.skill.eyes-of-the-city.name":"Eyes of the City","feats.skill.eyes-of-the-city.description":"In a settlement, you can Track with Diplomacy or Society (whichever you're trained in), asking locals to follow the trail, as long as there are people to ask.","feats.skill.eyes-of-the-city.prerequisites.trained":"Trained in Diplomacy or Society","feats.skill.lead-climber.name":"Lead Climber","feats.skill.lead-climber.description":"When allies Follow the Expert up a route you set and one critically fails to Climb, you can attempt an Athletics check against the same DC: on a success it only fails; if you also critically fail, you both suffer the critical failure.","feats.skill.lead-climber.prerequisites.expert":"Expert in Athletics","feats.skill.leverage-connections.name":"Leverage Connections","feats.skill.leverage-connections.description":"Once a week, among an established group of nobles or elites (with Courtly Graces) or a network of unsavory folk (with Streetwise), you can use Society to Request a fitting favor as if they were friendly. Critical success: helpful advice too, a +2 circumstance bonus to the first skill check acting on the favor; critical failure: you may owe them a service.","feats.skill.leverage-connections.prerequisites.feat":"Courtly Graces or Streetwise","feats.skill.leverage-connections.prerequisites.expert":"Expert in Society","feats.skill.rolling-landing.name":"Rolling Landing","feats.skill.rolling-landing.description":"When you fall and take no damage, you can use your reaction to Step as you land (Step or Stride half your Speed if you're an expert in Acrobatics, your full Speed if a master; legendary, that Stride triggers no movement reactions).","feats.skill.rolling-landing.prerequisites.cat-fall":"Cat Fall","feats.skill.sanctify-water.name":"Sanctify Water","feats.skill.sanctify-water.description":"1 action: a light-Bulk container of water you or an ally in reach has becomes holy or unholy water (as your deity's sanctification allows) until the end of your next turn. It has no value and can't pay ritual costs. Two containers if you're a master in Religion, three if legendary.","feats.skill.sanctify-water.prerequisites.expert":"Expert in Religion","feats.skill.shadow-mark.name":"Shadow Mark","feats.skill.shadow-mark.description":"When you Avoid Notice while following a specific target, it takes a -2 circumstance penalty to its Perception DC (-3 if you're a master in Stealth, -4 if legendary), and to its initiative roll and Perception DC if an encounter starts while you shadow it.","feats.skill.shadow-mark.prerequisites.expert":"Expert in Stealth","feats.skill.slippery-prey.name":"Slippery Prey","feats.skill.slippery-prey.description":"When you Escape with Acrobatics or Athletics, the multiple attack penalty for repeated Escapes is -4 and -8 (if you're trained in that skill), -3 and -6 (master) or none (legendary). Escape keeps the attack trait for your other actions.","feats.skill.slippery-prey.prerequisites.trained":"Trained in Acrobatics or Athletics","feats.skill.sow-rumor.name":"Sow Rumor","feats.skill.sow-rumor.description":"You spread a rumor about a subject, taking as long as Gathering Information; the GM rolls a secret Deception check. Critical success: it spreads widely for a month, and you get +2 circumstance to Deception, Diplomacy and Intimidation when you invoke it; success: it joins the subject's rumors for a week, +1; failure: it dies out; critical failure: -4 to sow rumors on that subject in the region for a week, and word spreads that someone is spreading lies.","feats.skill.sow-rumor.prerequisites.expert":"Expert in Deception","feats.skill.terrifying-resistance.name":"Terrifying Resistance","feats.skill.terrifying-resistance.description":"When you Demoralize a creature successfully, you get a +1 circumstance bonus to saves against its spells for 24 hours.","feats.skill.terrifying-resistance.prerequisites.expert":"Expert in Intimidation","feats.skill.tumbling-teamwork.name":"Tumbling Teamwork","feats.skill.tumbling-teamwork.description":"When you Tumble Through a foe's space successfully, an ally adjacent to that foe can Step as a reaction, staying adjacent to it.","feats.skill.tumbling-teamwork.prerequisites.expert":"Expert in Acrobatics","feats.skill.underground-network.name":"Underground Network","feats.skill.underground-network.description":"Where you have a network (usually a settlement where you've spent a week), Gathering Information with Society can go straight to a contact in about an hour, drawing little notice. Afterward, your next Recall Knowledge on that subject gets +1 circumstance (+2 with Underworld Lore).","feats.skill.underground-network.prerequisites.streetwise":"Streetwise","feats.skill.underground-network.prerequisites.expert":"Expert in Society","feats.general.improvised-repair.name":"Improvised Repair","feats.general.improvised-repair.description":"3 actions: you patch a broken item you or an adjacent willing creature hold. Until it takes damage again it works as a shoddy item of its kind (a magic item can't be activated). It regains no Hit Points; a proper Repair that ends its broken state ends the shoddiness too.","feats.general.keen-follower.name":"Keen Follower","feats.general.keen-follower.description":"Following the Expert, you get a +3 circumstance bonus if the ally is an expert and +4 if a master. When the ally uses a feat that lets the group roll once with the lowest modifier, they can use yours instead.","feats.general.pick-up-the-pace.name":"Pick Up the Pace","feats.general.pick-up-the-pace.description":"When your group Hustles while exploring, everyone can keep it up as long as whoever could Hustle longest.","feats.general.pick-up-the-pace.prerequisites.con":"Constitution +2","feats.general.robust-health.name":"Robust Health","feats.general.robust-health.description":"You regain additional Hit Points equal to your level (a circumstance bonus) when you're successfully treated with Treat Wounds or Battle Medicine. After Battle Medicine, you're immune to it for only 1 hour instead of a day.","feats.general.thorough-search.name":"Thorough Search","feats.general.thorough-search.description":"You can Search at half the usual pace (at most 150 feet per minute, or 75 feet before you enter). If you do, the GM's secret Seek check gets a +2 circumstance bonus, and a success is a critical success.","feats.general.thorough-search.prerequisites.expert":"Expert in Perception","feats.skill.aerobatics-mastery.name":"Aerobatics Mastery","feats.skill.aerobatics-mastery.description":"+2 circumstance bonus to Acrobatics to Maneuver in Flight, and you can combine two maneuvers in one action (DC of the hardest + 5); legendary, three (DC + 10). You rarely move farther than your fly Speed.","feats.skill.aerobatics-mastery.prerequisites.master":"Master in Acrobatics","feats.skill.biographical-eye.name":"Biographical Eye","feats.skill.biographical-eye.description":"After 1 minute with someone new, a secret DC 30 Society check (+1 circumstance if you talked) reveals their background: critical success, profession, specialty, a major accomplishment or scandal, where they live (down to the district) and grew up; success, profession, specialty and where they live; failure, their profession and region; critical failure, something false. A false identity fools you unless you beat their Will DC.","feats.skill.biographical-eye.prerequisites.master":"Master in Society","feats.skill.consult-the-spirits.name":"Consult the Spirits","feats.skill.consult-the-spirits.description":"Once a day (once an hour if legendary, never twice over the same area): 10 minutes and a secret Recall Knowledge with the skill you chose when taking the feat (Nature, Occultism or Religion) against the GM's DC. Critical success: friendly spirits answer three simple questions about the area within 100 feet; success: indifferent ones answer one; failure: nothing; critical failure: hostile spirits answer three, harmfully.","feats.skill.consult-the-spirits.prerequisites.master":"Master in Nature, Occultism or Religion","feats.skill.disturbing-knowledge.name":"Disturbing Knowledge","feats.skill.disturbing-knowledge.description":"2 actions (emotion, fear, mental): you recite dreadful names and secrets. Occultism against the Will DC of an enemy within 30 feet (any number of them if you're legendary), who are then immune for 24 hours. Critical success: confused for 1 round and frightened 1; success: frightened 1; critical failure: you're frightened 1.","feats.skill.disturbing-knowledge.prerequisites.master":"Master in Occultism","feats.skill.disturbing-knowledge.actions.disturbing-knowledge.name":"Disturbing Knowledge","feats.skill.disturbing-knowledge.actions.disturbing-knowledge.params.dc.name":"DC","feats.skill.disturbing-knowledge.actions.disturbing-knowledge.participants.target.name":"Enemies","feats.skill.doublespeak.name":"Doublespeak","feats.skill.doublespeak.description":"You can hide a second meaning in what you say. Allies who've traveled with you for a week understand it; others need a Perception check against your Deception DC to notice a hidden message, and a critical success to understand it.","feats.skill.doublespeak.prerequisites.master":"Master in Deception","feats.skill.environmental-guide.name":"Environmental Guide","feats.skill.environmental-guide.description":"After an hour in an environment, you and up to five allies treat its temperature effects as one step less severe (two steps if you're legendary), on top of gear and spells.","feats.skill.environmental-guide.prerequisites.master":"Master in Survival","feats.skill.evangelize.name":"Evangelize","feats.skill.evangelize.description":"1 action (auditory, linguistic, mental), as a follower of a religion or philosophy: Diplomacy against the Will DC of a target that hears and understands you; it's then immune for a day. Critical success: stupefied 2 for 1 round; success: stupefied 1 for 1 round. A target that already agrees, or is won over, is unaffected.","feats.skill.evangelize.prerequisites.master":"Master in Diplomacy","feats.skill.evangelize.actions.evangelize.name":"Evangelize","feats.skill.evangelize.actions.evangelize.params.dc.name":"DC","feats.skill.evangelize.actions.evangelize.participants.target.name":"Target","feats.skill.influence-nature.name":"Influence Nature","feats.skill.influence-nature.description":"Over a day or two of downtime (10 minutes if you're legendary), with a check at the GM's DC, you sway a kind of animal in the region to favor you: easier hunts, birds falling silent before danger and the like.","feats.skill.influence-nature.prerequisites.master":"Master in Nature","feats.general.numb-to-death.name":"Numb to Death","feats.general.numb-to-death.description":"You've died before. The first time each day you regain Hit Points while dying, you regain additional Hit Points equal to your level (a circumstance bonus) and don't gain or increase wounded.","feats.general.numb-to-death.prerequisites.diehard":"Diehard","feats.skill.rapid-affixture.name":"Rapid Affixture","feats.skill.rapid-affixture.description":"You Affix a Talisman in 1 minute, or as a 3-action activity if you're legendary in Crafting.","feats.skill.rapid-affixture.prerequisites.master":"Master in Crafting","feats.skill.signature-crafting.name":"Signature Crafting","feats.skill.signature-crafting.description":"When you finish Crafting a permanent magic item successfully, a DC 9 flat check: critical success, you choose a quirk for it (dancing, always clean, matching its surroundings, glittering, floating, loyal, mood colors, a +1 item bonus to one kind of skill check, …); success, the GM gives it a random one. A quirk's benefit works only while it's worn or held.","feats.skill.signature-crafting.prerequisites.magical-crafting":"Magical Crafting","feats.skill.signature-crafting.prerequisites.master":"Master in Crafting","feats.general.supertaster.name":"Supertaster","feats.general.supertaster.description":"Eating or drinking, you automatically try to identify what's in it: the GM's secret Perception check against the poison's DC tells you it's poisoned (not which poison) in time to spit it out. Tasting something while Investigating or Recalling Knowledge gives a +2 circumstance bonus when the taste is telling.","feats.general.supertaster.prerequisites.master":"Master in Perception","feats.skill.tumbling-theft.name":"Tumbling Theft","feats.skill.tumbling-theft.description":"When you critically succeed to Tumble Through a foe's space, you can Steal an exposed item of light or negligible Bulk from it as a reaction, with a +1 circumstance bonus (not from a container or its hands).","feats.skill.tumbling-theft.prerequisites.expert-acrobatics":"Expert in Acrobatics","feats.skill.tumbling-theft.prerequisites.expert-thievery":"Expert in Thievery","feats.skill.water-sprint.name":"Water Sprint","feats.skill.water-sprint.description":"Striding in a straight line, after half your Speed over ground you can cover the rest over level water, falling in if you don't end on solid ground. Legendary: from solid ground, any part of the Stride can cross water, in any line.","feats.skill.water-sprint.prerequisites.master":"Master in Athletics","feats.general.a-home-in-every-port.name":"A Home in Every Port","feats.general.a-home-in-every-port.description":"In a town or village, 8 hours of downtime finds a resident who houses you and up to six allies for 24 hours at no cost, at a comfortable standard with meals.","feats.general.a-home-in-every-port.prerequisites.cha":"Charisma +3","feats.general.caravan-leader.name":"Caravan Leader","feats.general.caravan-leader.description":"Your group can Hustle 20 minutes longer than whoever could Hustle longest on their own.","feats.general.caravan-leader.prerequisites.pick-up-the-pace":"Pick Up the Pace","feats.general.incredible-scout.name":"Incredible Scout","feats.general.incredible-scout.description":"When you Scout, your allies get a +2 circumstance bonus to initiative instead of +1.","feats.general.incredible-scout.prerequisites.master":"Master in Perception","feats.skill.legendary-guide.name":"Legendary Guide","feats.skill.legendary-guide.description":"Leading your party through wilderness, its travel Speed gets a +10-foot circumstance bonus, ignores difficult terrain, and is only halved by greater difficult terrain. Not in encounters.","feats.skill.legendary-guide.prerequisites.legendary":"Legendary in Survival","feats.general.true-perception.name":"True Perception","feats.general.true-perception.description":"You're constantly under the effects of a 6th-rank truesight spell, using your Perception modifier for its counteract checks.","feats.general.true-perception.prerequisites.legendary":"Legendary in Perception","feats.fighter.combat-assessment.name":"Combat Assessment","feats.fighter.combat-assessment.description":"One action. Make a melee Strike; on a hit you can immediately Recall Knowledge about the target (+2 circumstance bonus on a critical hit). The target is then immune for a day.","feats.fighter.combat-assessment.actions.combat-assessment.name":"Combat Assessment","feats.fighter.combat-assessment.actions.combat-assessment.steps.weapon.prompt":"Choose a weapon","feats.fighter.aggressive-block.name":"Aggressive Block","feats.fighter.aggressive-block.description":"Free action. Trigger: you Shield Block an adjacent foe your size or smaller. It chooses: you Shove it 5 feet (your direction), or it's off-guard until the start of your next turn; it must take off-guard if the Shove would hit an object, difficult terrain or a creature.","feats.fighter.assisting-shot.name":"Assisting Shot","feats.fighter.assisting-shot.description":"One action, press. Requirement: a ranged weapon. Make a ranged Strike; on a hit, the next creature other than you to attack the target before your next turn gains a +1 circumstance bonus to its roll (+2 on a critical hit).","feats.fighter.assisting-shot.actions.assisting-shot.name":"Assisting Shot","feats.fighter.assisting-shot.actions.assisting-shot.steps.weapon.prompt":"Choose a weapon","feats.fighter.blade-brake.name":"Blade Brake","feats.fighter.blade-brake.description":"Reaction. Trigger: forced movement would move you, while you wield a melee weapon near a hard surface. You anchor yourself: moved 5 feet if it would be 20 feet or more, otherwise not at all.","feats.fighter.brutish-shove.name":"Brutish Shove","feats.fighter.brutish-shove.description":"One action, press. Requirement: a two-handed melee weapon. Strike; on a hit against a creature your size or smaller it's off-guard until the end of your turn and you automatically Shove it (critical Shove on a critical hit), your following movement triggering no reactions. **Failure** The target is off-guard until the end of your turn.","feats.fighter.combat-grab.name":"Combat Grab","feats.fighter.combat-grab.description":"One action, press. Requirement: a free hand within reach of the target. Make a melee Strike keeping the hand free; on a hit you grab the target until the end of your next turn or until it Escapes.","feats.fighter.combat-grab.actions.combat-grab.name":"Combat Grab","feats.fighter.combat-grab.actions.combat-grab.steps.weapon.prompt":"Choose a weapon","feats.fighter.lightning-swap.name":"Lightning Swap","feats.fighter.lightning-swap.description":"One action, flourish. Interact to stow anything in your hands, then draw up to two weapons, or a shield and a weapon.","feats.fighter.rebounding-toss.name":"Rebounding Toss","feats.fighter.rebounding-toss.description":"Two actions, flourish. Requirement: a thrown weapon. Make a ranged thrown Strike; on a hit it rebounds to an enemy within 10 feet of the target for another Strike. Both count for your multiple attack penalty, which rises only after both.","feats.fighter.sleek-reposition.name":"Sleek Reposition","feats.fighter.sleek-reposition.description":"One action, press. Requirement: a finesse weapon or polearm. Make a melee Strike; on a hit against a creature your size or smaller you automatically Reposition it (a critical Reposition on a critical hit), using a reach weapon's reach. **Failure** The target is off-guard until the end of your turn.","feats.fighter.double-shot.name":"Double Shot","feats.fighter.double-shot.description":"Two actions, flourish. Requirement: a ranged weapon with reload 0. Make two Strikes against different targets, each at -2; the multiple attack penalty rises only after both.","feats.fighter.dual-handed-assault.name":"Dual-Handed Assault","feats.fighter.dual-handed-assault.description":"One action, flourish. Requirement: a one-handed melee weapon and a free hand. Strike gripping it in both hands: its damage die is one step larger, or a two-hand weapon gets its two-hand die and a circumstance bonus to damage equal to its damage dice. Your stances needing a free hand don't end.","feats.fighter.parting-shot.name":"Parting Shot","feats.fighter.parting-shot.description":"Two actions. Requirement: a loaded ranged weapon or one with reload 0. Step, then make a ranged Strike against a target off-guard to it.","feats.fighter.powerful-shove.name":"Powerful Shove","feats.fighter.powerful-shove.description":"Aggressive Block and Brutish Shove work on creatures up to two sizes larger than you. A creature you Shove or knock back with a shield, polearm or club critical specialization into an object takes damage equal to your Strength modifier (at least 1).","feats.fighter.powerful-shove.prerequisites.aggressive-block-or":"Aggressive Block or Brutish Shove","feats.fighter.quick-reversal.name":"Quick Reversal","feats.fighter.quick-reversal.description":"One action, flourish, press. Requirement: at least two enemies flank you. Make a melee Strike against one flanker and a second Strike with the same weapon against another, at the same multiple attack penalty, the second not counting toward it.","feats.fighter.shielded-stride.name":"Shielded Stride","feats.fighter.shielded-stride.description":"With your shield raised, you can Stride (or Fly or Swim) up to half your Speed without triggering reactions to your movement.","feats.fighter.slam-down.name":"Slam Down","feats.fighter.slam-down.description":"Two actions, flourish. Make a melee Strike; if it hits and deals damage you can Trip the creature with Athletics (a two-handed melee weapon ignores Trip's free hand). The penalty rises only after both.","feats.fighter.slam-down.prerequisites.athletics":"Trained in Athletics","feats.fighter.advanced-weapon-training.name":"Advanced Weapon Training","feats.fighter.advanced-weapon-training.description":"Choose a weapon group: you're proficient with its advanced weapons as if they were martial weapons.","feats.fighter.advantageous-assault.name":"Advantageous Assault","feats.fighter.advantageous-assault.description":"One action, press. Strike a grabbed, prone or restrained creature with a circumstance bonus to damage equal to the weapon damage dice (+2 if wielded in two hands). **Failure** You deal that much damage of the weapon's type.","feats.fighter.dazing-blow.name":"Dazing Blow","feats.fighter.dazing-blow.description":"One action, press. Requirement: you have a creature grabbed. Make a melee Strike against it dealing bludgeoning damage; on a hit it attempts a Fortitude save against your class DC (incapacitation). **Critical Success** Unaffected. **Success** Stunned 1. **Failure** Stunned 2. **Critical Failure** Stunned 3.","feats.fighter.dazing-blow.actions.dazing-blow.name":"Dazing Blow","feats.fighter.dazing-blow.actions.dazing-blow.steps.weapon.prompt":"Choose a weapon","feats.fighter.disarming-stance.name":"Disarming Stance","feats.fighter.disarming-stance.description":"Stance. Requirement: one one-handed melee weapon and nothing else in your hands. You gain a +1 circumstance bonus to Athletics checks to Disarm, a +2 circumstance bonus to your Reflex DC against being Disarmed, and can Disarm creatures up to two sizes larger.","feats.fighter.disarming-stance.prerequisites.athletics":"Trained in Athletics","feats.fighter.furious-focus.name":"Furious Focus","feats.fighter.furious-focus.description":"A Vicious Swing with a melee weapon held in two hands counts as one attack for your multiple attack penalty instead of two.","feats.fighter.furious-focus.prerequisites.vicious-swing":"Vicious Swing","feats.fighter.guardians-deflection-fighter.name":"Guardian's Deflection (Fighter)","feats.fighter.guardians-deflection-fighter.description":"Reaction. Requirement: one one-handed melee weapon and nothing else in your hands. Trigger: an ally in your reach is hit by an attacker you can see, and +2 to its AC would downgrade the hit. You give the ally a +2 circumstance bonus to AC against it, turning a critical hit into a hit or a hit into a miss.","feats.fighter.reflexive-shield.name":"Reflexive Shield","feats.fighter.reflexive-shield.description":"When you Raise your Shield, its circumstance bonus applies to your Reflex saves too, and damage from a Reflex save can trigger Shield Block even if it isn't physical.","feats.fighter.revealing-stab.name":"Revealing Stab","feats.fighter.revealing-stab.description":"Two actions. Requirement: a piercing melee weapon. Strike: a concealed target needs no flat check and a hidden one only DC 5. If you hit and deal damage you can leave the weapon lodged in a corporeal target, revealing it to observers who can see the weapon (same flat checks, and it can't become undetected) until it's pulled out (two Interact actions).","feats.fighter.ricochet-stance-fighter.name":"Ricochet Stance (Fighter)","feats.fighter.ricochet-stance-fighter.description":"Stance. Your thrown weapons that deal bludgeoning or slashing damage return to your hand after a ranged Strike within their range increment (with a hand free to catch them); beyond it they fly back that many feet and drop.","feats.fighter.shatter-defenses.name":"Shatter Defenses","feats.fighter.shatter-defenses.description":"One action, press. Requirement: a frightened creature in your melee reach. Strike it; if you hit and deal damage it's off-guard until its frightened ends, and if it was already off-guard to you it can't reduce frightened below 1 until the start of your next turn.","feats.fighter.triple-shot.name":"Triple Shot","feats.fighter.triple-shot.description":"Double Shot can target the same creature, and with one more action makes three Strikes at -4 each; the penalty rises only after all of them.","feats.fighter.triple-shot.prerequisites.double-shot":"Double Shot","feats.fighter.blind-fight.name":"Blind-Fight","feats.fighter.blind-fight.description":"You need no flat check against concealed creatures, aren't off-guard to hidden ones (for that reason), and need only DC 5 against hidden ones. An adjacent undetected creature of your level or lower is only hidden to you.","feats.fighter.blind-fight.prerequisites.perception":"Master in Perception","feats.fighter.disorienting-opening.name":"Disorienting Opening","feats.fighter.disorienting-opening.description":"A creature you hit with Reactive Strike is off-guard until the start of your next turn.","feats.fighter.disorienting-opening.prerequisites.reactive-strike":"Reactive Strike","feats.fighter.dueling-riposte.name":"Dueling Riposte","feats.fighter.dueling-riposte.description":"Reaction. Requirement: you benefit from Dueling Parry. Trigger: a creature in your reach critically fails a Strike against you. Make a melee Strike against it or Disarm it.","feats.fighter.dueling-riposte.prerequisites.dueling-parry-fighter":"Dueling Parry (Fighter)","feats.fighter.felling-strike.name":"Felling Strike","feats.fighter.felling-strike.description":"Two actions. Strike; if you hit a flying target and deal damage, it falls gently up to 120 feet (no falling damage). On a critical hit it can't Fly, Leap or otherwise leave the ground until the end of your next turn.","feats.fighter.incredible-aim.name":"Incredible Aim","feats.fighter.incredible-aim.description":"Two actions, concentrate. Make a ranged weapon Strike with a +2 circumstance bonus to the attack roll, ignoring the target's concealment.","feats.fighter.incredible-aim.actions.incredible-aim.name":"Incredible Aim","feats.fighter.incredible-aim.actions.incredible-aim.steps.weapon.prompt":"Choose a weapon","feats.fighter.mobile-shot-stance.name":"Mobile Shot Stance","feats.fighter.mobile-shot-stance.description":"Stance. Your ranged Strikes don't trigger reactions that ranged attacks trigger, and you can use Reactive Strike with a loaded ranged weapon against a triggering creature within 5 feet.","feats.fighter.positioning-assault.name":"Positioning Assault","feats.fighter.positioning-assault.description":"Two actions, flourish. Requirement: a two-handed melee weapon and the target in reach. Strike; on a hit you Reposition the target 5 feet.","feats.fighter.resounding-bravery.name":"Resounding Bravery","feats.fighter.resounding-bravery.description":"When you critically succeed at a Will save against a foe's ability, you gain a +1 status bonus to saves and temporary Hit Points equal to half your level for 1 minute (doubled if it was a fear effect).","feats.fighter.resounding-bravery.prerequisites.bravery":"Bravery","feats.fighter.sudden-leap.name":"Sudden Leap","feats.fighter.sudden-leap.description":"Two actions. Leap, High Jump or Long Jump (High and Long Jump use Long Jump's rules, up to double your Speed) and make one melee Strike during it (Felling Strike instead if you have it); you then land, unhurt if the fall is no farther than your jump's height.","feats.fighter.agile-grace.name":"Agile Grace","feats.fighter.agile-grace.description":"Your multiple attack penalty with agile weapons and agile unarmed attacks is -3 for the second attack and -6 after, instead of -4 and -8.","feats.fighter.certain-strike.name":"Certain Strike","feats.fighter.certain-strike.description":"One action, press. Make a melee Strike. **Failure** It deals the damage a hit would, without any damage dice.","feats.fighter.crashing-slam.name":"Crashing Slam","feats.fighter.crashing-slam.description":"Slam Down can be a single Strike: on a hit you can take a critical success on the Trip instead of rolling (both still count toward your penalty), and a two-handed weapon's damage die replaces the critical Trip's die.","feats.fighter.crashing-slam.prerequisites.slam-down":"Slam Down","feats.fighter.cut-from-the-air.name":"Cut from the Air","feats.fighter.cut-from-the-air.description":"Reaction. Requirement: you're aware of the attack, not off-guard, and have a hand free or a melee weapon. Trigger: you're targeted by a physical ranged Strike. +4 circumstance bonus to AC against it; if it misses you knocked it aside.","feats.fighter.debilitating-shot.name":"Debilitating Shot","feats.fighter.debilitating-shot.description":"Two actions, flourish. Make a ranged weapon Strike; if it hits and deals damage, the target is slowed 1 until the end of its next turn.","feats.fighter.debilitating-shot.actions.debilitating-shot.name":"Debilitating Shot","feats.fighter.debilitating-shot.actions.debilitating-shot.steps.weapon.prompt":"Choose a weapon","feats.fighter.disarming-twist.name":"Disarming Twist","feats.fighter.disarming-twist.description":"One action, press. Requirement: one one-handed melee weapon and nothing else in your hands. Make a melee Strike that also has Disarm's success and critical success effects (+1 circumstance to the attack in Disarming Stance). **Failure** The target is off-guard until the end of your turn.","feats.fighter.disarming-twist.prerequisites.athletics":"Trained in Athletics","feats.fighter.disruptive-stance.name":"Disruptive Stance","feats.fighter.disruptive-stance.description":"Stance. You can use Reactive Strike against a concentrate action in your reach too, and your hit disrupts a triggering concentrate or manipulate action (not only a critical hit).","feats.fighter.fearsome-brute.name":"Fearsome Brute","feats.fighter.fearsome-brute.description":"Your Strikes against a frightened creature gain a circumstance bonus to damage equal to twice its frightened value (three times if you're a master in Intimidation).","feats.fighter.flinging-charge.name":"Flinging Charge","feats.fighter.flinging-charge.description":"Two actions, flourish. Stride twice, making a thrown ranged Strike at any point; on a hit the target is off-guard to your next melee attack against it this turn.","feats.fighter.mirror-shield.name":"Mirror Shield","feats.fighter.mirror-shield.description":"Reaction. Requirement: your shield is raised. Trigger: a spell's spell attack against you critically fails. Make a ranged attack (or a spell attack, if you cast spells) against the caster; on a success it suffers its own spell's successful attack (a critical success's on a critical success).","feats.fighter.overpowering-charge.name":"Overpowering Charge","feats.fighter.overpowering-charge.description":"When your Barreling Charge moves through a creature's space, it takes bludgeoning damage equal to your Strength modifier; on a critical success, double, and it's off-guard until the end of your next turn.","feats.fighter.overpowering-charge.prerequisites.barreling-charge":"Barreling Charge","feats.fighter.tactical-reflexes.name":"Tactical Reflexes","feats.fighter.tactical-reflexes.description":"At the start of each of your turns you gain an extra reaction usable only for Reactive Strike.","feats.fighter.twin-riposte.name":"Twin Riposte","feats.fighter.twin-riposte.description":"Reaction. Requirement: you benefit from Twin Parry. Trigger: a creature in your reach critically fails to Strike you. Make a melee Strike against it or Disarm it.","feats.fighter.brutal-finish.name":"Brutal Finish","feats.fighter.brutal-finish.description":"One action, press. Requirement: a melee weapon held in two hands. Strike with one more weapon damage die (two at 18th level); then your turn ends. **Failure** You deal one weapon damage die (two at 18th level).","feats.fighter.brutal-finish.actions.brutal-finish.name":"Brutal Finish","feats.fighter.brutal-finish.actions.brutal-finish.steps.weapon.prompt":"Choose a weapon","feats.fighter.dashing-strike.name":"Dashing Strike","feats.fighter.dashing-strike.description":"One action, press. Requirement: you're adjacent to an enemy. Stride (or Burrow, Climb, Fly or Swim) up to your Speed, ending within reach of a different enemy, and make a melee Strike against it.","feats.fighter.dueling-dance-fighter.name":"Dueling Dance (Fighter)","feats.fighter.dueling-dance-fighter.description":"Stance. Requirement: one one-handed melee weapon and nothing else in your hands. You constantly have Dueling Parry's benefits.","feats.fighter.dueling-dance-fighter.prerequisites.dueling-parry-fighter":"Dueling Parry (Fighter)","feats.fighter.flinging-shove.name":"Flinging Shove","feats.fighter.flinging-shove.description":"Aggressive Block and Brutish Shove push 10 feet on a success, 20 on a critical success; Aggressive Block lets you choose off-guard or Shove; Brutish Shove pushes 5 feet even on a failure.","feats.fighter.flinging-shove.prerequisites.aggressive-block-or":"Aggressive Block or Brutish Shove","feats.fighter.improved-dueling-riposte.name":"Improved Dueling Riposte","feats.fighter.improved-dueling-riposte.description":"You can Dueling Riposte without Dueling Parry (with one one-handed weapon and nothing else), and gain an extra reaction each turn usable only for it.","feats.fighter.improved-dueling-riposte.prerequisites.dueling-riposte":"Dueling Riposte","feats.fighter.incredible-ricochet.name":"Incredible Ricochet","feats.fighter.incredible-ricochet.description":"One action, concentrate, press. Make a ranged weapon Strike against a creature you attacked this turn, ignoring its concealment and all cover.","feats.fighter.incredible-ricochet.prerequisites.incredible-aim":"Incredible Aim","feats.fighter.lunging-stance.name":"Lunging Stance","feats.fighter.lunging-stance.description":"Stance. Requirement: a melee weapon. You can Reactive Strike a creature beyond your reach but within your Lunge's reach, that Strike's reach 5 feet longer.","feats.fighter.lunging-stance.prerequisites.reactive-strike":"Reactive Strike","feats.fighter.lunging-stance.prerequisites.lunge":"Lunge","feats.fighter.paragons-guard.name":"Paragon's Guard","feats.fighter.paragons-guard.description":"Stance. Requirement: a shield. Your shield is constantly raised, as if you'd used Raise a Shield.","feats.fighter.desperate-finisher.name":"Desperate Finisher","feats.fighter.desperate-finisher.description":"Reaction, press. Trigger: you finish the last action of your turn. Use one press action you know (at your multiple attack penalty); you can't use reactions until your next turn.","feats.fighter.determination.name":"Determination","feats.fighter.determination.description":"One action, concentrate, once a day. End one nonpermanent condition affecting you, or try to counteract a spell or magical effect on you (counteract rank half your level rounded up, your Will save as the counteract check). Hit Points lost stay lost; afflictions and situational conditions (prone, flanked) aren't ended.","feats.fighter.guiding-finish.name":"Guiding Finish","feats.fighter.guiding-finish.description":"One action, press. Requirement: one one-handed melee weapon and nothing else in your hands. Strike; on a hit you can Reposition the target up to 10 feet, even through your space. **Failure** As a success, but only 5 feet.","feats.fighter.guiding-riposte.name":"Guiding Riposte","feats.fighter.guiding-riposte.description":"When your Dueling Riposte Strike hits, you can Reposition the target up to 10 feet.","feats.fighter.guiding-riposte.prerequisites.dueling-riposte":"Dueling Riposte","feats.fighter.improved-twin-riposte-fighter.name":"Improved Twin Riposte (Fighter)","feats.fighter.improved-twin-riposte-fighter.description":"You can Twin Riposte without Twin Parry (with a melee weapon in each hand), and gain an extra reaction each turn usable only for it.","feats.fighter.improved-twin-riposte-fighter.prerequisites.twin-riposte":"Twin Riposte","feats.fighter.opening-stance-fighter.name":"Opening Stance (Fighter)","feats.fighter.opening-stance-fighter.description":"Free action. Trigger: you roll initiative. You use an action with the stance trait.","feats.fighter.two-weapon-flurry.name":"Two-Weapon Flurry","feats.fighter.two-weapon-flurry.description":"One action, flourish, press. Requirement: two weapons, one in each hand. Strike once with each.","feats.fighter.whirlwind-strike.name":"Whirlwind Strike","feats.fighter.whirlwind-strike.description":"Three actions, flourish. Make a melee Strike against each enemy in your reach; the multiple attack penalty rises only after all of them.","feats.fighter.graceful-poise.name":"Graceful Poise","feats.fighter.graceful-poise.description":"Stance. When Double Slice's second Strike uses an agile weapon, Double Slice counts as one attack for your multiple attack penalty.","feats.fighter.graceful-poise.prerequisites.double-slice":"Double Slice","feats.fighter.improved-reflexive-shield.name":"Improved Reflexive Shield","feats.fighter.improved-reflexive-shield.description":"When you Shield Block damage from a Reflex save, adjacent allies taking damage from the same effect's Reflex saves benefit from the reduction too.","feats.fighter.improved-reflexive-shield.prerequisites.reflexive-shield":"Reflexive Shield","feats.fighter.master-of-many-styles.name":"Master of Many Styles","feats.fighter.master-of-many-styles.description":"Free action. Trigger: your turn begins. You use an action with the stance trait.","feats.fighter.master-of-many-styles.prerequisites.stance":"Opening Stance (fighter) or Reflexive Stance (monk)","feats.fighter.multishot-stance.name":"Multishot Stance","feats.fighter.multishot-stance.description":"Stance. Requirement: a ranged weapon with reload 0. Your Double Shot penalty is -1 (-2 with three Strikes from Triple Shot); moving ends the stance.","feats.fighter.multishot-stance.prerequisites.triple-shot":"Triple Shot","feats.fighter.overwhelming-blow.name":"Overwhelming Blow","feats.fighter.overwhelming-blow.description":"Three actions. Make a melee Strike that counts as three attacks for your penalty: a hit is a critical hit, and a critical hit gains deadly d12 (replacing any deadly). Either way you're stunned 1 and off-guard until the start of your next turn.","feats.fighter.twinned-defense-fighter.name":"Twinned Defense (Fighter)","feats.fighter.twinned-defense-fighter.description":"Stance. Requirement: a melee weapon in each hand. You constantly have Twin Parry's benefits.","feats.fighter.twinned-defense-fighter.prerequisites.twin-parry":"Twin Parry","feats.fighter.impossible-volley.name":"Impossible Volley","feats.fighter.impossible-volley.description":"Three actions, flourish. Requirement: a volley weapon with reload 0. Strike at -2 against each enemy in a 10-foot burst at or beyond the volley range, rolling damage once; the penalty rises only after all of them.","feats.fighter.savage-critical.name":"Savage Critical","feats.fighter.savage-critical.description":"With a weapon or unarmed attack in which you're legendary, a natural 19 that would succeed is a critical success.","feats.fighter.smash-from-the-air.name":"Smash from the Air","feats.fighter.smash-from-the-air.description":"You can use Cut from the Air against ranged spell attacks.","feats.fighter.smash-from-the-air.prerequisites.cut-from-the-air":"Cut from the Air","feats.fighter.boundless-reprisals.name":"Boundless Reprisals","feats.fighter.boundless-reprisals.description":"At the start of each enemy's turn you gain a reaction usable that turn only for a reaction from a fighter feat or class feature.","feats.fighter.ultimate-flexibility.name":"Ultimate Flexibility","feats.fighter.ultimate-flexibility.description":"Combat flexibility gives three fighter feats: the first of 8th level or lower, the second up to 14th, the third up to 18th (each can meet the next ones' prerequisites). An hour of training lets you reselect them, but not trade away used limited abilities.","feats.fighter.ultimate-flexibility.prerequisites.flexibility":"Improved flexibility","feats.fighter.weapon-supremacy.name":"Weapon Supremacy","feats.fighter.weapon-supremacy.description":"You're permanently quickened; the extra action can only Strike.","tags.strike.brutal-finish.name":"Brutal finish","tags.strike.incredible-aim.name":"Incredible aim","headline":"{has_type_class, select, true {Level {field_level}} other {}} {type_ancestry} {type_class}","held.bag-of-weasels.name":"Bag of Weasels","held.bag-of-weasels.description":"Cursed: a spacious pouch that, a quarter of the time, turns a retrieved item into a weasel; the item reappears in the bag 1 minute later.","held.bottled-air.name":"Bottled Air","held.bottled-air.description":"Uncork it (Interact), then Breath In (1 action): breathe from its endless supply, even where there is no air or the air is toxic.","held.cloth-of-nullification.name":"Cloth of Nullification","held.cloth-of-nullification.description":"Nullify Magic (2 actions): counteract a magic item or effect (rank 10, +32); a success deactivates it for 2d6 hours or drains its magic and the cloth's forever. The cloth then can't be activated for 2d6 hours.","held.cloud-pouch.name":"Cloud Pouch","held.cloud-pouch.description":"Disperse (2 actions, once per hour): a 20-foot burst of cloud within 10 feet, as mist, for 1 minute; Sustain it to fly the cloud 20 feet.","held.cloud-pouch.options.mist.name":"Disperse","held.crystal-ball-clear-quartz.name":"Crystal Ball (Clear Quartz)","held.crystal-ball-clear-quartz.description":"Scrying through it shows sights and sounds to everyone around the sphere. Clairvoyance (1 minute, once per hour): it casts clairvoyance. Scrying (10 minutes, twice per day): it casts scrying with DC 33.","held.crystal-ball-clear-quartz.options.clairvoyance.name":"Clairvoyance","held.crystal-ball-clear-quartz.options.scrying.name":"Scrying","held.crystal-ball-selenite.name":"Crystal Ball (Selenite)","held.crystal-ball-selenite.description":"Scrying through it shows sights and sounds to everyone around the sphere. Clairvoyance (1 minute, once per hour): it casts clairvoyance. Scrying (10 minutes, twice per day): it casts scrying with DC 36. Its scrying also gives see the unseen on the target.","held.crystal-ball-selenite.options.clairvoyance.name":"Clairvoyance","held.crystal-ball-selenite.options.scrying.name":"Scrying","held.crystal-ball-moonstone.name":"Crystal Ball (Moonstone)","held.crystal-ball-moonstone.description":"Scrying through it shows sights and sounds to everyone around the sphere. Clairvoyance (1 minute, once per hour): it casts clairvoyance. Scrying (10 minutes, twice per day): it casts scrying with DC 37. Its scrying also gives mind reading on the target.","held.crystal-ball-moonstone.options.clairvoyance.name":"Clairvoyance","held.crystal-ball-moonstone.options.scrying.name":"Scrying","held.crystal-ball-peridot.name":"Crystal Ball (Peridot)","held.crystal-ball-peridot.description":"Scrying through it shows sights and sounds to everyone around the sphere. Clairvoyance (1 minute, once per hour): it casts clairvoyance. Scrying (10 minutes, twice per day): it casts scrying with DC 39. Its scrying also lets you communicate with the target by telepathy.","held.crystal-ball-peridot.options.clairvoyance.name":"Clairvoyance","held.crystal-ball-peridot.options.scrying.name":"Scrying","held.crystal-ball-obsidian.name":"Crystal Ball (Obsidian)","held.crystal-ball-obsidian.description":"Scrying through it shows sights and sounds to everyone around the sphere. Clairvoyance (1 minute, once per hour): it casts clairvoyance. Scrying (10 minutes, twice per day): it casts scrying with DC 41. Its scrying also gives truesight for what you watch.","held.crystal-ball-obsidian.options.clairvoyance.name":"Clairvoyance","held.crystal-ball-obsidian.options.scrying.name":"Scrying","held.earthsight-box.name":"Earthsight Box","held.earthsight-box.description":"Replicate Earth (1 minute, once per day): its sand shapes a miniature of the stone and earth within 60 feet, tunnels and voids included.","held.eternal-eruption.name":"Eternal Eruption","held.eternal-eruption.description":"Lava Bomb (2 actions): hurl it for the effect of frozen lava of the same level; 2d4 hours later it reforms in a container you carry.","held.eternal-eruption-level-7.name":"Eternal Eruption (Level 7)","held.eternal-eruption-level-7.description":"Lava Bomb (2 actions): hurl it for the effect of frozen lava of the same level; 2d4 hours later it reforms in a container you carry.","held.eternal-eruption-level-9.name":"Eternal Eruption (Level 9)","held.eternal-eruption-level-9.description":"Lava Bomb (2 actions): hurl it for the effect of frozen lava of the same level; 2d4 hours later it reforms in a container you carry.","held.eternal-eruption-level-11.name":"Eternal Eruption (Level 11)","held.eternal-eruption-level-11.description":"Lava Bomb (2 actions): hurl it for the effect of frozen lava of the same level; 2d4 hours later it reforms in a container you carry.","held.eternal-eruption-level-13.name":"Eternal Eruption (Level 13)","held.eternal-eruption-level-13.description":"Lava Bomb (2 actions): hurl it for the effect of frozen lava of the same level; 2d4 hours later it reforms in a container you carry.","held.eternal-eruption-level-15.name":"Eternal Eruption (Level 15)","held.eternal-eruption-level-15.description":"Lava Bomb (2 actions): hurl it for the effect of frozen lava of the same level; 2d4 hours later it reforms in a container you carry.","held.eternal-eruption-level-17.name":"Eternal Eruption (Level 17)","held.eternal-eruption-level-17.description":"Lava Bomb (2 actions): hurl it for the effect of frozen lava of the same level; 2d4 hours later it reforms in a container you carry.","held.eternal-eruption-level-19.name":"Eternal Eruption (Level 19)","held.eternal-eruption-level-19.description":"Lava Bomb (2 actions): hurl it for the effect of frozen lava of the same level; 2d4 hours later it reforms in a container you carry.","held.everlight-crystal.name":"Everlight Crystal","held.everlight-crystal.description":"Sheds bright light in a 20-foot radius (dim to 40 feet) that never goes out, though it can be covered.","held.explorers-yurt.name":"Explorer's Yurt","held.explorers-yurt.description":"Unfolds into a sturdy yurt that shelters up to 10 creatures in comfort and warmth, and packs away again.","held.flying-broomstick.name":"Flying Broomstick","held.flying-broomstick.description":"Ride it with one hand at a fly Speed of 20 feet, with one passenger (–10 feet past 20 Bulk; it falls past 30). Lift Off (2 actions): name a destination; it flies there at 40 feet (with you holding on with both hands, for up to 4 hours), then can't be activated for 1 hour.","held.horn-of-exorcism.name":"Horn of Exorcism","held.horn-of-exorcism.description":"Rattle the Dead (1 action, once per hour): Demoralize every undead or unholy creature within 30 feet, even mindless ones, with no language penalty. Sacred Seeds (2 actions, once per day): you and allies within 30 feet get the ghost touch rune on all Strikes for 1 minute.","held.madcap-top.name":"Madcap Top","held.madcap-top.description":"Spin the Top (2 actions): pick a creature within 60 feet and roll a d20 on the top's table of random effects (spells at DC 27 and attack +17, and stranger outcomes); then it can't be activated for 1d4 hours.","held.maestros-instrument-lesser.name":"Maestro's Instrument (Lesser)","held.maestros-instrument-lesser.description":"A +1 item bonus to Performance checks while playing it. Charming Performance (2 actions, once per day): it casts charm (DC 17).","held.maestros-instrument-lesser.options.charm.name":"Charming Performance","held.maestros-instrument-moderate.name":"Maestro's Instrument (Moderate)","held.maestros-instrument-moderate.description":"A +2 item bonus to Performance checks while playing it. Charming Performance (2 actions, once per day): it casts 4th-rank charm (DC 27).","held.maestros-instrument-moderate.options.charm.name":"Charming Performance","held.maestros-instrument-greater.name":"Maestro's Instrument (Greater)","held.maestros-instrument-greater.description":"A +3 item bonus to Performance checks while playing it. Charming Performance (2 actions, once per day): it casts 8th-rank charm (DC 38).","held.maestros-instrument-greater.options.charm.name":"Charming Performance","held.martyrs-shield.name":"Martyr's Shield","held.martyrs-shield.description":"An intelligent shield devoted to protecting others; it can act on its own to Shield Block for an ally and casts spells of its own.","held.marvelous-medicines.name":"Marvelous Medicines","held.marvelous-medicines.description":"A healer's toolkit: a +2 item bonus to Medicine checks. When you Treat a Poison or Treat a Disease, it first tries to counteract the affliction (rank 5, +21), once per patient and affliction.","held.marvelous-medicines-greater.name":"Marvelous Medicines (Greater)","held.marvelous-medicines-greater.description":"A healer's toolkit: a +3 item bonus to Medicine checks. When you Treat a Poison or Treat a Disease, it first tries to counteract the affliction (rank 8, +30), once per patient and affliction.","held.ancient-mirror.name":"Ancient Mirror","held.ancient-mirror.description":"An artifact: an ancient mirror bonded to its owner.","held.monkeys-paw.name":"Monkey's Paw","held.monkeys-paw.description":"Cursed: its fingers grant wishes, each fulfilled in the worst possible way.","held.philosophers-extractor.name":"Philosopher's Extractor","held.philosophers-extractor.description":"An artifact: an alchemical apparatus of great power.","held.pocket-stage.name":"Pocket Stage","held.pocket-stage.description":"Unfolds into a small stage with curtains and props for performances, and packs away again.","held.possibility-tome.name":"Possibility Tome","held.possibility-tome.description":"Skim (10 minutes): choose Arcana, Crafting, Medicine, Nature, Occultism, Religion, Society or a Lore; for 24 hours, an Interact before Recalling Knowledge with it gives a +3 item bonus, and a critical failure is a failure.","held.predictable-silver-piece.name":"Predictable Silver Piece","held.predictable-silver-piece.description":"Cheat Fate (1 action): rub a side, flip the coin, and it lands on that side.","held.intelligent-holy-blade.name":"Intelligent Holy Blade","held.intelligent-holy-blade.description":"An artifact: an intelligent holy blade.","held.legendary-ammunition.name":"Legendary Ammunition","held.legendary-ammunition.description":"An artifact: a legendary piece of ammunition.","held.singing-sword.name":"Singing Sword","held.singing-sword.description":"An intelligent longsword that sings during combat, inspiring its wielder (and annoying everyone else).","held.skeleton-key.name":"Skeleton Key","held.skeleton-key.description":"Works as a thieves' toolkit to Pick a Lock, with a +1 item bonus. Loosen Lock (free action, once per day): it casts knock on the lock you're picking.","held.skeleton-key.options.knock.name":"Loosen Lock","held.skeleton-key-greater.name":"Skeleton Key (Greater)","held.skeleton-key-greater.description":"Works as a thieves' toolkit to Pick a Lock, with a +2 item bonus. Loosen Lock (free action, once per hour): it casts knock on the lock you're picking.","held.skeleton-key-greater.options.knock.name":"Loosen Lock","held.slates-of-distant-letters.name":"Slates of Distant Letters","held.slates-of-distant-letters.description":"A matched pair. Send a Message (2 actions, once per hour): up to 25 words chalked on one appear on the other, anywhere on the same plane.","held.spacious-pouch-type-i.name":"Spacious Pouch (Type I)","held.spacious-pouch-type-i.description":"An extradimensional bag holding 25 Bulk that doesn't count toward yours; the bag itself is 1 Bulk. Stow and retrieve as from a sack. Overloaded or broken, it ruptures and its contents are lost.","held.spacious-pouch-type-ii.name":"Spacious Pouch (Type II)","held.spacious-pouch-type-ii.description":"An extradimensional bag holding 50 Bulk that doesn't count toward yours; the bag itself is 1 Bulk. Stow and retrieve as from a sack. Overloaded or broken, it ruptures and its contents are lost.","held.spacious-pouch-type-iii.name":"Spacious Pouch (Type III)","held.spacious-pouch-type-iii.description":"An extradimensional bag holding 100 Bulk that doesn't count toward yours; the bag itself is 1 Bulk. Stow and retrieve as from a sack. Overloaded or broken, it ruptures and its contents are lost.","held.spacious-pouch-type-iv.name":"Spacious Pouch (Type IV)","held.spacious-pouch-type-iv.description":"An extradimensional bag holding 150 Bulk that doesn't count toward yours; the bag itself is 1 Bulk. Stow and retrieve as from a sack. Overloaded or broken, it ruptures and its contents are lost.","held.thurible-of-revelation-lesser.name":"Thurible of Revelation (Lesser)","held.thurible-of-revelation-lesser.description":"Burn Incense (2 actions, 5 gp of incense): for 1 hour while you hold it, a +1 item bonus to Religion checks, and a critical failure to Decipher religious writing is a failure.","held.thurible-of-revelation-lesser.actions.burn-incense.name":"Burn Incense","held.thurible-of-revelation-moderate.name":"Thurible of Revelation (Moderate)","held.thurible-of-revelation-moderate.description":"Burn Incense (2 actions, 5 gp of incense): for 1 hour while you hold it, a +2 item bonus to Religion checks, and a critical failure to Decipher religious writing is a failure. Once per day, peering through the smoke gives see the unseen for 1 round.","held.thurible-of-revelation-moderate.actions.burn-incense.name":"Burn Incense","held.thurible-of-revelation-greater.name":"Thurible of Revelation (Greater)","held.thurible-of-revelation-greater.description":"Burn Incense (2 actions, 5 gp of incense): for 1 hour while you hold it, a +3 item bonus to Religion checks, and a critical failure to Decipher religious writing is a failure. Once per day, peering through the smoke gives see the unseen and truesight for 1 round.","held.thurible-of-revelation-greater.actions.burn-incense.name":"Burn Incense","held.travelers-any-tool.name":"Traveler's Any-Tool","held.travelers-any-tool.description":"Tap (2 actions): it becomes any simple tool you imagine; an Interact returns it to a rod.","held.twisting-twine-lesser.name":"Twisting Twine (Lesser)","held.twisting-twine-lesser.description":"Unravel Twine (1 action, once per day): toss it into a square within 20 feet to Disarm or Trip a creature there with Athletics +9; it returns at the end of your turn.","held.twisting-twine-moderate.name":"Twisting Twine (Moderate)","held.twisting-twine-moderate.description":"Unravel Twine (1 action, once per hour): toss it into a square within 20 feet to Disarm or Trip a creature there with Athletics +12; it returns at the end of your turn.","held.twisting-twine-greater.name":"Twisting Twine (Greater)","held.twisting-twine-greater.description":"Unravel Twine (1 action): toss it into a square within 20 feet to Disarm or Trip a creature there with Athletics +15; it returns at the end of your turn.","held.urn-of-ashes.name":"Urn of Ashes","held.urn-of-ashes.description":"Doom the Urn (reaction): the urn takes a doomed condition you would gain or increase. Spirit's Wrath (1 action, once per round): a void bolt at a foe within 30 feet, a spell attack with +15 or yours, dealing 4d4 void damage (double on a critical hit).","held.walking-cauldron.name":"Walking Cauldron","held.walking-cauldron.description":"An invested cauldron on legs that follows you and carries its contents.","worn.cloak-of-immolation.name":"Cloak of Immolation","worn.cloak-of-immolation.description":"Cursed: it bursts into flame when you face danger, dealing fire damage to you and those near you; it can't be removed until the curse is lifted.","worn.genius-diadem.name":"Genius Diadem","worn.genius-diadem.description":"An intelligent crown of intellect: apex (Intelligence) and a +3 item bonus to Recall Knowledge, with a mind of its own that prefers to make you learn.","worn.forgefathers-seal.name":"Forgefather's Seal","worn.forgefathers-seal.description":"An artifact rune etched onto armor.","feats.investigator.underworld-investigator.name":"Underworld Investigator","feats.investigator.underworld-investigator.description":"You're trained in Underworld Lore, and your Pursue a Lead bonus applies to Thievery checks to investigate a case.","feats.investigator.exploit-blunder.name":"Exploit Blunder","feats.investigator.exploit-blunder.description":"Reaction. Trigger: a creature you Devised a Stratagem against on your last turn fails or critically fails a Strike against you. You Step.","feats.investigator.person-of-interest.name":"Person of Interest","feats.investigator.person-of-interest.description":"One action, once per 10 minutes. Choose a creature you can see that isn't tied to your investigations: for 1 minute you can Devise a Stratagem against it as a free action.","feats.investigator.alchemical-discoveries.name":"Alchemical Discoveries","feats.investigator.alchemical-discoveries.description":"You learn two formulas (elixirs or tools) each level instead of one, and make one more versatile vial a day if you're an expert in Crafting (two if master, three if legendary).","feats.investigator.alchemical-discoveries.prerequisites.methodology":"Alchemical sciences methodology","feats.investigator.ongoing-investigation.name":"Ongoing Investigation","feats.investigator.ongoing-investigation.description":"You can Investigate at full Speed and use another exploration activity at the same time.","feats.investigator.connect-the-dots.name":"Connect the Dots","feats.investigator.connect-the-dots.description":"Two actions (auditory, concentrate, linguistic). Choose an ally and a non-allied creature you can see; Perception against the creature's higher of Deception and Will DC; both are then immune for 10 minutes. **Critical Success** The ally gains your Pursue a Lead bonus as a circumstance bonus to its Strikes and skill checks against the creature until the start of your next turn. **Success** Only to its next Strike or skill check against it. **Failure** Nothing. **Critical Failure** You're stupefied 1 until the end of your next turn.","feats.investigator.clue-them-all-in.name":"Clue Them All In","feats.investigator.clue-them-all-in.description":"Clue In gives its bonus to every ally attempting the same investigation check (within 1 round in an encounter).","feats.investigator.defensive-stratagem.name":"Defensive Stratagem","feats.investigator.defensive-stratagem.description":"Devise a Stratagem can be a defensive stratagem after the d20: you can't Strike the target until your next turn, and gain a +1 circumstance bonus to all defenses against its effects until then.","feats.investigator.whodunnit.name":"Whodunnit?","feats.investigator.whodunnit.description":"Once a day, when Pursue a Lead opens a larger mystery, ask two yes-or-no questions about the clue (left by a creature with a given trait? within the last hour? the last day? in a heightened emotional state? did anyone hide it?); the GM may answer 'immaterial'.","feats.investigator.just-one-more-thing.name":"Just One More Thing","feats.investigator.just-one-more-thing.description":"One action, fortune. Requirement: your last action was a failed (not critically) Demoralize, Feint or Request. Reroll it, doubling your Pursue a Lead bonus if the target is in one of your investigations; it's then immune for a day. A failed Lie, Gather Information, Make an Impression or Coerce can be redone taking half its original time.","feats.investigator.ongoing-strategy.name":"Ongoing Strategy","feats.investigator.ongoing-strategy.description":"On a Strike you didn't Devise a Stratagem for, with a weapon that would have used your Intelligence, you deal precision damage equal to your strategic strike dice.","feats.investigator.ongoing-strategy.prerequisites.strategic":"Strategic strike","feats.investigator.suspect-of-opportunity.name":"Suspect of Opportunity","feats.investigator.suspect-of-opportunity.description":"Reaction. Trigger: a creature unconnected to your investigations takes a hostile action against you in combat. Use Person of Interest on it (within its usual frequency).","feats.investigator.suspect-of-opportunity.prerequisites.person-of-interest":"Person of Interest","feats.investigator.empiricists-eye.name":"Empiricist's Eye","feats.investigator.empiricists-eye.description":"Your Point Out isn't auditory, and a creature you Point Out is off-guard to your allies until the start of your next turn (with Blind-Fight, they gain its benefits against it).","feats.investigator.empiricists-eye.prerequisites.methodology":"Empiricism methodology","feats.investigator.foresee-danger.name":"Foresee Danger","feats.investigator.foresee-danger.description":"Reaction, concentrate. Trigger: a creature you can see targets you with an attack. The attack targets your Perception DC instead of your AC (its conditions still apply).","feats.investigator.just-as-planned.name":"Just As Planned","feats.investigator.just-as-planned.description":"Free action, fortune, once per hour. If your next action is Devise a Stratagem, roll its d20 twice and take the higher.","feats.investigator.make-em-sweat.name":"Make 'em Sweat","feats.investigator.make-em-sweat.description":"A successful Pointed Question also makes the target frightened 1 (2 on a critical success), an emotion and fear effect.","feats.investigator.make-em-sweat.prerequisites.methodology":"Interrogation methodology","feats.investigator.reason-rapidly.name":"Reason Rapidly","feats.investigator.reason-rapidly.description":"One action. You use up to five Recall Knowledge actions at once, without abilities they'd trigger.","feats.investigator.share-tincture.name":"Share Tincture","feats.investigator.share-tincture.description":"One action. Use Quick Tincture (needing a vial), potent until the start of your next turn, then Interact to pass it to another creature (a throw always succeeds).","feats.investigator.share-tincture.prerequisites.methodology":"Alchemical sciences methodology","feats.investigator.surgical-shock.name":"Surgical Shock","feats.investigator.surgical-shock.description":"One action (attack). Medicine against the Fortitude DC of a target in reach. **Critical Success** Clumsy 3 or stupefied 3 until the end of your next turn, then immune for an hour. **Success** Clumsy 2 or stupefied 2. **Failure** +1 circumstance bonus to your next attack action against it this turn. **Critical Failure** You trigger reactions as if you'd used a manipulate action.","feats.investigator.surgical-shock.prerequisites.methodology":"Forensic medicine methodology","feats.investigator.surgical-shock.actions.surgical-shock.name":"Surgical Shock","feats.investigator.surgical-shock.actions.surgical-shock.params.dc.name":"Target's Fortitude DC","feats.investigator.plot-the-future.name":"Plot the Future","feats.investigator.plot-the-future.description":"In 10 minutes of contemplation you learn how likely a chosen event within a week is (highly or somewhat likely or unlikely) and a piece of advice to make it more or less so.","feats.investigator.strategic-bypass.name":"Strategic Bypass","feats.investigator.strategic-bypass.description":"A hit with a Strike that used your stratagem roll ignores resistances up to your Intelligence modifier.","feats.investigator.didactic-strike.name":"Didactic Strike","feats.investigator.didactic-strike.description":"Shared Stratagem can designate up to 10 allies: the foe is off-guard to each one's first attack before your next turn, which deals 2d6 more precision damage on a hit.","feats.investigator.didactic-strike.prerequisites.shared-stratagem":"Shared Stratagem","feats.investigator.implausible-purchase.name":"Implausible Purchase","feats.investigator.implausible-purchase.description":"You can use Prescient Planner even after buying goods, drawing the item as one action, and five times a day pull out a common consumable up to 6 levels below yours.","feats.investigator.implausible-purchase.prerequisites.predictive-purchase":"Predictive Purchase","feats.investigator.lead-investigator.name":"Lead Investigator","feats.investigator.lead-investigator.description":"Exploration. A minute's briefing gives up to four allies your Pursue a Lead bonus to checks investigating that question, until you drop the lead or for a day.","feats.investigator.lead-investigator.prerequisites.clue-them-all-in":"Clue Them All In","feats.investigator.tricksters-ace.name":"Trickster's Ace","feats.investigator.tricksters-ace.description":"Reaction, concentrate. During daily preparations you set a trigger (as for Ready) and a single-target spell of 4th rank or lower (no cost, at most 10 minutes to cast) you can be targeted by. When it triggers, the spell takes effect on you alone; it's then spent until your next preparations.","feats.investigator.everyones-a-suspect.name":"Everyone's a Suspect","feats.investigator.everyones-a-suspect.description":"After interacting with a creature for a minute, you automatically Pursue a Lead on it; you can have any number of these leads, and Pursuing another lead doesn't end them.","feats.investigator.just-the-facts.name":"Just the Facts","feats.investigator.just-the-facts.description":"You're permanently quickened, the extra action only to Recall Knowledge. Your Recall Knowledge isn't secret, its outcome is one degree better, and you know which information from it (or an ally's that's shared with you) is false.","feats.investigator.just-the-facts.prerequisites.thorough-research":"Thorough Research","classes.investigator.name":"Investigator","classes.investigator.description":"A detective who plans every blow. Key attribute: Intelligence. 8 Hit Points plus Constitution per level. Expert in Perception, Reflex and Will, trained in Fortitude; trained in simple and martial weapons and unarmed attacks; trained in light armor and unarmored defense; trained in the investigator class DC. Trained in Society, your methodology's skill, and 4 skills plus Intelligence. A skill increase at 2nd level and every level after.","classes.investigator.choices.methodology.prompt":"Methodology","classes.investigator.choices.methodology.options.alchemical-sciences.name":"Alchemical Sciences (Crafting)","classes.investigator.choices.methodology.options.empiricism.name":"Empiricism (an Intelligence-based skill)","classes.investigator.choices.methodology.options.empiricism.choices.skill.prompt":"Empiricism: an Intelligence-based skill","classes.investigator.choices.methodology.options.forensic-medicine.name":"Forensic Medicine (Medicine)","classes.investigator.choices.methodology.options.interrogation.name":"Interrogation (Diplomacy)","classes.investigator.choices.methodology.options.alchemical-sciences.description":"Trained in Crafting. You gain Alchemical Crafting and formulas for two 1st-level elixirs or tools (one more each level), versatile vials equal to your Intelligence modifier each day, and Quick Tincture: one action and a vial to make an elixir or tool from your formula book that lasts until the end of your turn.","classes.investigator.choices.methodology.options.empiricism.description":"Trained in one Intelligence-based skill. You gain That's Odd and Expeditious Inspection: a free action once per 10 minutes to Recall Knowledge, Seek or Sense Motive.","classes.investigator.choices.methodology.options.forensic-medicine.description":"Trained in Medicine. You gain Forensic Acumen and Battle Medicine; your Battle Medicine restores extra Hit Points equal to your level, and its immunity lasts 1 hour.","classes.investigator.choices.methodology.options.interrogation.description":"Trained in Diplomacy. You gain No Cause for Alarm, you can Pursue a Lead while you Make an Impression, and you gain Pointed Question: one action, Diplomacy against the target's Will DC to make it answer and to see through its lies.","classes.investigator.choices.skills.prompt":"Trained skills (4 plus Intelligence)","classes.investigator.choices.class-feat.prompt":"Investigator feat (level {slot})","classes.investigator.choices.skill-feat.prompt":"Skill feat (level {slot})","classes.investigator.choices.skillful-lessons.prompt":"Skillful Lessons: an Intelligence-, Wisdom- or Charisma-based or methodology skill feat (level {slot})","features.investigator.on-the-case.name":"On the Case","features.investigator.on-the-case.description":"Pursue a Lead: examine a detail for 1 minute to open an investigation (two at most), gaining a +1 circumstance bonus to Perception and skill checks to investigate it. Clue In: a reaction once per 10 minutes, giving another creature that bonus to a check for one of your investigations.","features.investigator.devise-a-stratagem.name":"Devise a Stratagem","features.investigator.devise-a-stratagem.description":"One action (free against a creature tied to one of your investigations), concentrate, once per round. Choose a creature you can see and roll a d20. Attack stratagem: your first Strike against it before the start of your next turn uses that roll (fortune), and can use Intelligence instead of Strength or Dexterity, with a ranged weapon or an agile or finesse melee or thrown weapon. Skill stratagem: you can't Strike it until your next turn, but gain a +1 circumstance bonus to your next Intelligence-, Wisdom- or Charisma-based skill check or Perception check involving it.","features.investigator.devise-a-stratagem.actions.devise-a-stratagem.name":"Devise a Stratagem","features.investigator.devise-a-stratagem.actions.devise-a-stratagem.steps.plan.prompt":"Attack stratagem or skill stratagem?","features.investigator.devise-a-stratagem.actions.devise-a-stratagem.options.attack.name":"Attack stratagem","features.investigator.devise-a-stratagem.actions.devise-a-stratagem.options.skill.name":"Skill stratagem","features.investigator.devise-a-stratagem.actions.devise-a-stratagem.results.attack.name":"Attack stratagem","features.investigator.devise-a-stratagem.actions.devise-a-stratagem.results.skill.name":"Skill stratagem","features.investigator.strategic-strike.name":"Strategic Strike","features.investigator.strategic-strike.description":"A Strike that adds your Intelligence modifier through Devise a Stratagem deals 1d6 extra precision damage, one more die at 5th, 9th, 13th and 17th level.","features.investigator.keen-recollection.name":"Keen Recollection","features.investigator.keen-recollection.description":"Your proficiency bonus to untrained checks to Recall Knowledge equals your level.","features.investigator.weapon-expertise.name":"Weapon Expertise","features.investigator.weapon-expertise.description":"Expert in simple and martial weapons and unarmed attacks.","features.investigator.vigilant-senses.name":"Vigilant Senses","features.investigator.vigilant-senses.description":"Your Perception proficiency becomes master.","features.investigator.weapon-specialization.name":"Weapon Specialization","features.investigator.weapon-specialization.description":"+2 damage with weapons and unarmed attacks you are expert in, +3 if master, +4 if legendary.","features.investigator.fortitude-expertise.name":"Fortitude Expertise","features.investigator.fortitude-expertise.description":"Your Fortitude proficiency becomes expert.","features.investigator.investigator-expertise.name":"Investigator Expertise","features.investigator.investigator-expertise.description":"Pursue a Lead's bonus becomes +2, and your investigator class DC proficiency expert.","features.investigator.deductive-improvisation.name":"Deductive Improvisation","features.investigator.deductive-improvisation.description":"You can attempt a check that needs a proficiency rank one step above yours (trained if untrained, and so on).","features.investigator.dogged-will.name":"Dogged Will","features.investigator.dogged-will.description":"Your Will proficiency becomes master. A success on a Will save is a critical success.","features.investigator.incredible-senses.name":"Incredible Senses","features.investigator.incredible-senses.description":"Your Perception proficiency becomes legendary.","features.investigator.light-armor-expertise.name":"Light Armor Expertise","features.investigator.light-armor-expertise.description":"Expert in light armor and unarmored defense.","features.investigator.weapon-mastery.name":"Weapon Mastery","features.investigator.weapon-mastery.description":"Master in simple and martial weapons and unarmed attacks.","features.investigator.greater-weapon-specialization.name":"Greater Weapon Specialization","features.investigator.greater-weapon-specialization.description":"Weapon specialization damage becomes +4 at expert, +6 at master and +8 at legendary.","features.investigator.savvy-reflexes.name":"Savvy Reflexes","features.investigator.savvy-reflexes.description":"Your Reflex proficiency becomes master. A success on a Reflex save is a critical success.","features.investigator.greater-dogged-will.name":"Greater Dogged Will","features.investigator.greater-dogged-will.description":"Your Will proficiency becomes legendary. A critical failure on a Will save is a failure, and a failure against a damaging effect halves the damage.","features.investigator.light-armor-mastery.name":"Light Armor Mastery","features.investigator.light-armor-mastery.description":"Master in light armor and unarmored defense.","features.investigator.master-detective.name":"Master Detective","features.investigator.master-detective.description":"Your investigator class DC proficiency becomes master. Entering a place with a clue for an open investigation, the GM tells you a clue is there and what kind.","feats.investigator.eliminate-red-herrings.name":"Eliminate Red Herrings","feats.investigator.eliminate-red-herrings.description":"A critical failure on a check to Recall Knowledge about one of your open investigations is a failure.","feats.investigator.flexible-studies.name":"Flexible Studies","feats.investigator.flexible-studies.description":"At your daily preparations, become trained in one skill until your next preparations; it can't be a prerequisite for anything permanent.","feats.investigator.known-weaknesses.name":"Known Weaknesses","feats.investigator.known-weaknesses.description":"When you Devise a Stratagem, you can also Recall Knowledge first; on a critical success, your allies (and your attack stratagem) gain a +1 circumstance bonus to their next attack against the creature before your next turn.","feats.investigator.takedown-expert.name":"Takedown Expert","feats.investigator.takedown-expert.description":"A club-group weapon in one hand qualifies for your attack stratagem and strategic strike, and you make nonlethal Strikes without the –2 penalty.","feats.investigator.thats-odd.name":"That's Odd","feats.investigator.thats-odd.description":"Entering a new place, you notice one thing out of the ordinary (but not why), and can Pursue a Lead about it even within 10 minutes of the last.","feats.investigator.athletic-strategist.name":"Athletic Strategist","feats.investigator.athletic-strategist.description":"Your attack stratagem's roll can be used for a Disarm, Grapple, Reposition, Shove or Trip instead (the first eligible attack), with Intelligence instead of Strength.","feats.investigator.athletic-strategist.prerequisites.athletics":"Trained in Athletics","feats.investigator.certain-stratagem.name":"Certain Stratagem","feats.investigator.certain-stratagem.description":"When a Strike to which you add your Intelligence modifier through Devise a Stratagem misses, deal half your strategic strike damage, of the weapon's damage type.","feats.investigator.shared-stratagem.name":"Shared Stratagem","feats.investigator.shared-stratagem.description":"When you hit with an attack that used your stratagem's roll, the creature is off-guard to one ally's next attack against it before your next turn.","feats.investigator.solid-lead.name":"Solid Lead","feats.investigator.solid-lead.description":"Once per day, a lead you stop pursuing becomes your solid lead, which you can return to with a single action.","feats.investigator.detectives-readiness.name":"Detective's Readiness","feats.investigator.detectives-readiness.description":"Pursue a Lead's bonus applies to saves (and their DCs) against creatures or effects tied to an open investigation, and Clue In can help an ally's save against them.","feats.investigator.lie-detector.name":"Lie Detector","feats.investigator.lie-detector.description":"A +1 circumstance bonus to Sense Motive and to your Perception DC against Lies; catching a liar gives a +1 circumstance bonus to your next Deception, Diplomacy, Intimidation or Performance check against it within a minute.","feats.investigator.lie-detector.prerequisites.methodology":"Empiricism or interrogation methodology","feats.investigator.scalpels-point.name":"Scalpel's Point","feats.investigator.scalpels-point.description":"A critical hit with an attack that used your stratagem's roll and deals piercing or slashing damage also deals 1d6 persistent bleed damage.","feats.investigator.scalpels-point.prerequisites.methodology":"Forensic medicine methodology","feats.investigator.strategic-assessment.name":"Strategic Assessment","feats.investigator.strategic-assessment.description":"The first time you hit a creature with a Strike that used your stratagem's roll, the GM tells you its highest weakness, highest resistance, lowest save or an immunity.","feats.investigator.predictive-purchase.name":"Predictive Purchase","feats.investigator.predictive-purchase.description":"You gain Prescient Planner and Prescient Consumable, and pull out a planned item in 2 actions.","feats.investigator.thorough-research.name":"Thorough Research","feats.investigator.thorough-research.description":"A success to Recall Knowledge gives more information; a critical success more information or a follow-up question.","effects.attack-stratagem.name":"Attack stratagem","effects.attack-stratagem.state.roll.name":"Stratagem roll","effects.attack-stratagem.actions.strike.name":"Strike (attack stratagem)","effects.attack-stratagem.actions.strike.steps.weapon.prompt":"Choose a qualifying weapon","effects.skill-stratagem.name":"Skill stratagem","fields.investigator.leadBonus.name":"Pursue a Lead bonus","fields.investigator.methodology.name":"Methodology","situational.investigating.name":"Investigating an open investigation (Pursue a Lead)","tags.stratagem.name":"Stratagem","fields.skills.lore.accounting.increases.name":"Accounting Lore increases","fields.skills.lore.accounting.trainedByIncrease.name":"Accounting Lore trained by a skill increase","fields.skills.lore.accounting.mod.name":"Accounting Lore","fields.skills.lore.accounting.rank.name":"Accounting Lore proficiency","tags.skill.lore.accounting.name":"Accounting Lore","fields.skills.lore.astrology.increases.name":"Astrology Lore increases","fields.skills.lore.astrology.trainedByIncrease.name":"Astrology Lore trained by a skill increase","fields.skills.lore.astrology.mod.name":"Astrology Lore","fields.skills.lore.astrology.rank.name":"Astrology Lore proficiency","tags.skill.lore.astrology.name":"Astrology Lore","fields.skills.lore.afterlife.increases.name":"Afterlife Lore increases","fields.skills.lore.afterlife.trainedByIncrease.name":"Afterlife Lore trained by a skill increase","fields.skills.lore.afterlife.mod.name":"Afterlife Lore","fields.skills.lore.afterlife.rank.name":"Afterlife Lore proficiency","tags.skill.lore.afterlife.name":"Afterlife Lore","fields.skills.lore.curse.increases.name":"Curse Lore increases","fields.skills.lore.curse.trainedByIncrease.name":"Curse Lore trained by a skill increase","fields.skills.lore.curse.mod.name":"Curse Lore","fields.skills.lore.curse.rank.name":"Curse Lore proficiency","tags.skill.lore.curse.name":"Curse Lore","fields.skills.lore.driving.increases.name":"Driving Lore increases","fields.skills.lore.driving.trainedByIncrease.name":"Driving Lore trained by a skill increase","fields.skills.lore.driving.mod.name":"Driving Lore","fields.skills.lore.driving.rank.name":"Driving Lore proficiency","tags.skill.lore.driving.name":"Driving Lore","fields.skills.lore.fey.increases.name":"Fey Lore increases","fields.skills.lore.fey.trainedByIncrease.name":"Fey Lore trained by a skill increase","fields.skills.lore.fey.mod.name":"Fey Lore","fields.skills.lore.fey.rank.name":"Fey Lore proficiency","tags.skill.lore.fey.name":"Fey Lore","fields.skills.lore.piloting.increases.name":"Piloting Lore increases","fields.skills.lore.piloting.trainedByIncrease.name":"Piloting Lore trained by a skill increase","fields.skills.lore.piloting.mod.name":"Piloting Lore","fields.skills.lore.piloting.rank.name":"Piloting Lore proficiency","tags.skill.lore.piloting.name":"Piloting Lore","fields.skills.lore.surgery.increases.name":"Surgery Lore increases","fields.skills.lore.surgery.trainedByIncrease.name":"Surgery Lore trained by a skill increase","fields.skills.lore.surgery.mod.name":"Surgery Lore","fields.skills.lore.surgery.rank.name":"Surgery Lore proficiency","tags.skill.lore.surgery.name":"Surgery Lore","fields.skills.lore.catfolk.increases.name":"Catfolk Lore increases","fields.skills.lore.catfolk.trainedByIncrease.name":"Catfolk Lore trained by a skill increase","fields.skills.lore.catfolk.mod.name":"Catfolk Lore","fields.skills.lore.catfolk.rank.name":"Catfolk Lore proficiency","tags.skill.lore.catfolk.name":"Catfolk Lore","fields.skills.lore.dragon.increases.name":"Dragon Lore increases","fields.skills.lore.dragon.trainedByIncrease.name":"Dragon Lore trained by a skill increase","fields.skills.lore.dragon.mod.name":"Dragon Lore","fields.skills.lore.dragon.rank.name":"Dragon Lore proficiency","tags.skill.lore.dragon.name":"Dragon Lore","fields.skills.lore.hobgoblin.increases.name":"Hobgoblin Lore increases","fields.skills.lore.hobgoblin.trainedByIncrease.name":"Hobgoblin Lore trained by a skill increase","fields.skills.lore.hobgoblin.mod.name":"Hobgoblin Lore","fields.skills.lore.hobgoblin.rank.name":"Hobgoblin Lore proficiency","tags.skill.lore.hobgoblin.name":"Hobgoblin Lore","fields.skills.lore.kholo.increases.name":"Kholo Lore increases","fields.skills.lore.kholo.trainedByIncrease.name":"Kholo Lore trained by a skill increase","fields.skills.lore.kholo.mod.name":"Kholo Lore","fields.skills.lore.kholo.rank.name":"Kholo Lore proficiency","tags.skill.lore.kholo.name":"Kholo Lore","fields.skills.lore.kobold.increases.name":"Kobold Lore increases","fields.skills.lore.kobold.trainedByIncrease.name":"Kobold Lore trained by a skill increase","fields.skills.lore.kobold.mod.name":"Kobold Lore","fields.skills.lore.kobold.rank.name":"Kobold Lore proficiency","tags.skill.lore.kobold.name":"Kobold Lore","fields.skills.lore.lizardfolk.increases.name":"Lizardfolk Lore increases","fields.skills.lore.lizardfolk.trainedByIncrease.name":"Lizardfolk Lore trained by a skill increase","fields.skills.lore.lizardfolk.mod.name":"Lizardfolk Lore","fields.skills.lore.lizardfolk.rank.name":"Lizardfolk Lore proficiency","tags.skill.lore.lizardfolk.name":"Lizardfolk Lore","fields.skills.lore.ratfolk.increases.name":"Ratfolk Lore increases","fields.skills.lore.ratfolk.trainedByIncrease.name":"Ratfolk Lore trained by a skill increase","fields.skills.lore.ratfolk.mod.name":"Ratfolk Lore","fields.skills.lore.ratfolk.rank.name":"Ratfolk Lore proficiency","tags.skill.lore.ratfolk.name":"Ratfolk Lore","fields.skills.lore.tengu.increases.name":"Tengu Lore increases","fields.skills.lore.tengu.trainedByIncrease.name":"Tengu Lore trained by a skill increase","fields.skills.lore.tengu.mod.name":"Tengu Lore","fields.skills.lore.tengu.rank.name":"Tengu Lore proficiency","tags.skill.lore.tengu.name":"Tengu Lore","fields.skills.lore.tripkee.increases.name":"Tripkee Lore increases","fields.skills.lore.tripkee.trainedByIncrease.name":"Tripkee Lore trained by a skill increase","fields.skills.lore.tripkee.mod.name":"Tripkee Lore","fields.skills.lore.tripkee.rank.name":"Tripkee Lore proficiency","tags.skill.lore.tripkee.name":"Tripkee Lore","fields.skills.lore.vampire.increases.name":"Vampire Lore increases","fields.skills.lore.vampire.trainedByIncrease.name":"Vampire Lore trained by a skill increase","fields.skills.lore.vampire.mod.name":"Vampire Lore","fields.skills.lore.vampire.rank.name":"Vampire Lore proficiency","tags.skill.lore.vampire.name":"Vampire Lore","fields.skills.lore.hag.increases.name":"Hag Lore increases","fields.skills.lore.hag.trainedByIncrease.name":"Hag Lore trained by a skill increase","fields.skills.lore.hag.mod.name":"Hag Lore","fields.skills.lore.hag.rank.name":"Hag Lore proficiency","tags.skill.lore.hag.name":"Hag Lore","feats.skill.additional-lore.choices.lore.options.accounting.name":"Accounting Lore","feats.skill.additional-lore.choices.lore.options.astrology.name":"Astrology Lore","feats.skill.additional-lore.choices.lore.options.afterlife.name":"Afterlife Lore","feats.skill.additional-lore.choices.lore.options.curse.name":"Curse Lore","feats.skill.additional-lore.choices.lore.options.driving.name":"Driving Lore","feats.skill.additional-lore.choices.lore.options.fey.name":"Fey Lore","feats.skill.additional-lore.choices.lore.options.piloting.name":"Piloting Lore","feats.skill.additional-lore.choices.lore.options.surgery.name":"Surgery Lore","feats.skill.additional-lore.choices.lore.options.catfolk.name":"Catfolk Lore","feats.skill.additional-lore.choices.lore.options.dragon.name":"Dragon Lore","feats.skill.additional-lore.choices.lore.options.hobgoblin.name":"Hobgoblin Lore","feats.skill.additional-lore.choices.lore.options.kholo.name":"Kholo Lore","feats.skill.additional-lore.choices.lore.options.kobold.name":"Kobold Lore","feats.skill.additional-lore.choices.lore.options.lizardfolk.name":"Lizardfolk Lore","feats.skill.additional-lore.choices.lore.options.ratfolk.name":"Ratfolk Lore","feats.skill.additional-lore.choices.lore.options.tengu.name":"Tengu Lore","feats.skill.additional-lore.choices.lore.options.tripkee.name":"Tripkee Lore","feats.skill.additional-lore.choices.lore.options.vampire.name":"Vampire Lore","feats.skill.additional-lore.choices.lore.options.hag.name":"Hag Lore","weapons.unarmed.stumbling-swing.name":"Stumbling swing","effects.stumbling-stance.name":"Stumbling Stance","weapons.unarmed.iron-sweep.name":"Iron sweep","effects.ironblood-stance.name":"Ironblood Stance","weapons.unarmed.lashing-branch.name":"Lashing branch","effects.tangled-forest-stance.name":"Tangled Forest Stance","feats.monk.monastic-archer-stance.name":"Monastic Archer Stance","feats.monk.monastic-archer-stance.description":"Stance. Requirement: unarmored, wielding a longbow, shortbow or monk bow. You can Strike only with those bows, can Flurry with them, and can use monk abilities meant for unarmed attacks with them within half their first range increment. You're trained in the longbow, shortbow and monk bows, rising with expert and master strikes.","feats.monk.stumbling-stance.name":"Stumbling Stance","feats.monk.stumbling-stance.description":"Stance. You weave like a drunkard: +1 circumstance bonus to Feint, and your only Strikes are stumbling swings (1d8 bludgeoning, brawling, agile, backstabber, finesse, nonlethal, unarmed). An enemy that hits you with a melee Strike is off-guard to your next stumbling swing against it before the end of your next turn.","feats.monk.stumbling-stance.prerequisites.deception":"Trained in Deception","feats.monk.stumbling-stance.actions.stumbling-stance.name":"Stumbling Stance","feats.monk.elemental-fist.name":"Elemental Fist","feats.monk.elemental-fist.description":"Inner upheaval can deliver its extra damage as an element, with its trait: air electricity, earth bludgeoning, fire fire, metal slashing, water cold or wood bludgeoning.","feats.monk.elemental-fist.prerequisites.qi":"Inner upheaval","feats.monk.shooting-stars-stance.name":"Shooting Stars Stance","feats.monk.shooting-stars-stance.description":"Stance. You can use monk abilities meant for unarmed attacks with shuriken.","feats.monk.shooting-stars-stance.prerequisites.monastic-weaponry":"Monastic Weaponry","feats.monk.flurry-of-maneuvers.name":"Flurry of Maneuvers","feats.monk.flurry-of-maneuvers.description":"You can replace one or both Strikes of a Flurry of Blows with Grapple, Reposition, Shove or Trip.","feats.monk.flurry-of-maneuvers.prerequisites.athletics":"Expert in Athletics","feats.monk.guarded-movement.name":"Guarded Movement","feats.monk.guarded-movement.description":"You gain a +4 circumstance bonus to AC against reactions triggered by your movement.","feats.monk.align-qi.name":"Align Qi","feats.monk.align-qi.description":"Reaction, once per hour. Trigger: you Cast a Spell with the monk trait. You regain Hit Points equal to your level + your Wisdom modifier.","feats.monk.align-qi.prerequisites.qi-spells":"Qi Spells","feats.monk.crane-flutter.name":"Crane Flutter","feats.monk.crane-flutter.description":"Reaction. Requirement: Crane Stance. Trigger: an observed attacker targets you with an attack. Crane Stance's AC bonus is +3 against it; if it misses and the attacker is in reach, make a crane wing Strike against it at -2.","feats.monk.crane-flutter.prerequisites.crane-stance":"Crane Stance","feats.monk.dragon-roar.name":"Dragon Roar","feats.monk.dragon-roar.description":"One action (auditory, emotion, fear, mental). Requirement: Dragon Stance. Enemies in a 15-foot emanation must succeed at a Will save against your Intimidation DC or be frightened 1 (2 on a critical failure); one starting its turn adjacent to you can't drop below frightened 1 that turn, and your first hit on a frightened creature before the end of your next turn gains +4 circumstance damage. Usable again after 1d4 rounds; creatures are immune for 1 minute.","feats.monk.dragon-roar.prerequisites.dragon-stance":"Dragon Stance","feats.monk.return-fire.name":"Return Fire","feats.monk.return-fire.description":"In Monastic Archer Stance with a bow and a free hand, when you Deflect an arrow you can fire it back with a ranged Strike as part of the reaction.","feats.monk.return-fire.prerequisites.deflect-projectile":"Deflect Projectile","feats.monk.return-fire.prerequisites.monastic-archer-stance":"Monastic Archer Stance","feats.monk.stumbling-feint.name":"Stumbling Feint","feats.monk.stumbling-feint.description":"In Stumbling Stance, you can Feint as a free action just before Flurry of Blows' first Strike; on a success the target is off-guard to both Strikes.","feats.monk.stumbling-feint.prerequisites.stumbling-stance":"Stumbling Stance","feats.monk.stumbling-feint.prerequisites.deception":"Expert in Deception","feats.monk.whirling-throw.name":"Whirling Throw","feats.monk.whirling-throw.description":"One action (attack). Requirement: you have a creature grabbed or restrained. Athletics against its Fortitude DC (-2 for one size larger, -4 larger still; +2 one size smaller, +4 smaller still). **Critical Success** Throw it up to 10 feet + 5 feet per Strength modifier for Strength + 1d6 per 10 feet bludgeoning damage (maximum distance into an obstacle), and it falls prone. **Success** As critical success, not prone. **Failure** No throw. **Critical Failure** No throw, and it's no longer held.","feats.monk.wolf-drag.name":"Wolf Drag","feats.monk.wolf-drag.description":"Two actions. Requirement: Wolf Stance. Make a wolf jaw Strike with fatal d12; on a hit the target is knocked prone.","feats.monk.wolf-drag.prerequisites.wolf-stance":"Wolf Stance","feats.monk.ironblood-stance.name":"Ironblood Stance","feats.monk.ironblood-stance.description":"Stance. Requirement: unarmored. You can make iron sweep attacks (1d8 bludgeoning, brawling, nonlethal, parry, sweep, unarmed) and have resistance 2 to all damage (3 at 12th level, 4 at 16th, 5 at 20th).","feats.monk.ironblood-stance.actions.ironblood-stance.name":"Ironblood Stance","feats.monk.mixed-maneuver.name":"Mixed Maneuver","feats.monk.mixed-maneuver.description":"Two actions. Attempt two of Grapple, Reposition, Shove and Trip against the same or different creatures; the penalty rises only after both.","feats.monk.mixed-maneuver.prerequisites.athletics":"Master in Athletics","feats.monk.pinning-fire.name":"Pinning Fire","feats.monk.pinning-fire.description":"Reaction. Trigger: your Flurry of Blows makes two ranged piercing Strikes against one target. If both hit, it must succeed at a Reflex save against your class DC or be immobilized until it or an adjacent creature succeeds at a DC 10 Athletics check (not incorporeal, liquid or effortlessly free creatures).","feats.monk.projectile-snatching.name":"Projectile Snatching","feats.monk.projectile-snatching.description":"When you Deflect a Projectile, you can make a ranged Strike with it at the attacker as part of the reaction (a thrown weapon with the triggering attack's range and effect).","feats.monk.projectile-snatching.prerequisites.deflect-projectile":"Deflect Projectile","feats.monk.tangled-forest-stance.name":"Tangled Forest Stance","feats.monk.tangled-forest-stance.description":"Stance. Requirement: unarmored. You can make lashing branch attacks (1d8 slashing, brawling, agile, finesse, nonlethal, unarmed); an enemy in your reach trying to move away must succeed at a Reflex save, Acrobatics or Athletics check against your class DC or be immobilized for that action (unless you let it go).","feats.monk.tangled-forest-stance.actions.tangled-forest-stance.name":"Tangled Forest Stance","feats.monk.wall-run.name":"Wall Run","feats.monk.wall-run.description":"One action. Stride, running up vertical surfaces at full Speed; you fall after your next action or at turn's end if you end off the ground (Water Step lets you run on flimsy or liquid surfaces too).","feats.monk.cobra-envenom.name":"Cobra Envenom","feats.monk.cobra-envenom.description":"One action, once per minute. Requirement: Cobra Stance. Make a cobra fang Strike with 5 feet more reach; on a hit its persistent poison damage becomes 1d4 per weapon damage die. Cobra Stance's Fortitude bonus becomes +2.","feats.monk.cobra-envenom.prerequisites.cobra-stance":"Cobra Stance","feats.monk.cobra-envenom.prerequisites.expert":"Expert in unarmed strikes","feats.monk.knockback-strike.name":"Knockback Strike","feats.monk.knockback-strike.description":"Two actions, concentrate. Make an unarmed Strike; on a hit, Shove the target at the same multiple attack penalty, not counting toward it.","feats.monk.prevailing-position.name":"Prevailing Position","feats.monk.prevailing-position.description":"Reaction. Trigger: in a stance, you are targeted by an attack or attempt a Reflex save against a damaging effect. Leave the stance for a +4 circumstance bonus to AC or the save against it.","feats.monk.sleeper-hold.name":"Sleeper Hold","feats.monk.sleeper-hold.description":"One action (incapacitation). Requirement: you have a creature grabbed or restrained. Attempt to Grapple it with these results. **Critical Success** It falls unconscious for 1 minute, still standing and holding its items. **Success** Clumsy 1 until the end of its next turn.","feats.monk.winding-flow.name":"Winding Flow","feats.monk.winding-flow.description":"One action, once per round. Use two different actions of Stand, Step and Stride, in any order.","feats.monk.disrupt-qi.name":"Disrupt Qi","feats.monk.disrupt-qi.description":"Two actions (void). Make an unarmed Strike; if it damages a living creature it takes 2d6 persistent void damage (3d6 at 18th level) and is enfeebled 1 until that ends.","feats.monk.disrupt-qi.actions.disrupt-qi.name":"Disrupt Qi","feats.monk.disrupt-qi.actions.disrupt-qi.steps.weapon.prompt":"Choose an unarmed attack","feats.monk.dodging-roll.name":"Dodging Roll","feats.monk.dodging-roll.description":"Reaction. Trigger: you take damage from an area effect with a Reflex save. Step, gaining resistance to all its damage equal to your level (level + Dexterity if you leave its area).","feats.monk.dodging-roll.prerequisites.acrobatics":"Master in Acrobatics","feats.monk.focused-shot.name":"Focused Shot","feats.monk.focused-shot.description":"One action, concentrate. Requirement: Monastic Archer Stance. Make a ranged Strike within the first range increment, ignoring concealment and all cover.","feats.monk.focused-shot.prerequisites.monastic-archer-stance":"Monastic Archer Stance","feats.monk.improved-knockback.name":"Improved Knockback","feats.monk.improved-knockback.description":"A successful Shove pushes and lets you follow 5 feet farther (10 on a critical success); a creature pushed into another creature or obstacle takes, as does the other, 1d6 bludgeoning per 5 feet prevented.","feats.monk.improved-knockback.prerequisites.knockback-strike":"Knockback Strike","feats.monk.meditative-focus.name":"Meditative Focus","feats.monk.meditative-focus.description":"When you Refocus, you regain all your Focus Points.","feats.monk.meditative-focus.prerequisites.qi-spells":"Qi Spells","feats.monk.overwhelming-breath.name":"Overwhelming Breath","feats.monk.overwhelming-breath.description":"One action, spellshape. If your next action casts a monk spell with no duration, it and its Strikes ignore physical resistance up to your level.","feats.monk.overwhelming-breath.prerequisites.qi-spells":"Qi Spells","feats.monk.reflexive-stance.name":"Reflexive Stance","feats.monk.reflexive-stance.description":"Free action. Trigger: you roll initiative. Use an action with the stance trait.","feats.monk.form-lock.name":"Form Lock","feats.monk.form-lock.description":"One action (attack). Requirement: you have a foe grabbed or restrained. Athletics to counteract a polymorph effect on it (your choice of several); it's then immune for a day.","feats.monk.ironblood-surge.name":"Ironblood Surge","feats.monk.ironblood-surge.description":"One action. Requirement: Ironblood Stance. Until the start of your next turn you gain iron sweep's parry bonus (+1 circumstance to AC) and your Ironblood resistance equals your Strength modifier if higher.","feats.monk.ironblood-surge.prerequisites.ironblood-stance":"Ironblood Stance","feats.monk.mountain-quake.name":"Mountain Quake","feats.monk.mountain-quake.description":"One action. Requirement: Mountain Stance. Creatures on the ground in a 20-foot emanation take damage equal to your Strength modifier (basic Fortitude save against your class DC), falling prone on a failure; usable again after 1d4 rounds. Mountain Stance's Dexterity cap rises to +2.","feats.monk.mountain-quake.prerequisites.mountain-stronghold":"Mountain Stronghold","feats.monk.peerless-form.name":"Peerless Form","feats.monk.peerless-form.description":"You stop aging (but still die in time) and gain a +2 status bonus to Fortitude and Will saves.","feats.monk.tangled-forest-rake.name":"Tangled Forest Rake","feats.monk.tangled-forest-rake.description":"One action. Requirement: Tangled Forest Stance. Make a lashing branch Strike; if it hits and deals damage, Reposition the target up to 10 feet, even through your space.","feats.monk.tangled-forest-rake.prerequisites.tangled-forest-stance":"Tangled Forest Stance","feats.monk.whirling-blade-stance.name":"Whirling Blade Stance","feats.monk.whirling-blade-stance.description":"Stance. Your finesse melee monk weapons gain thrown 10 feet; after a thrown Strike you can Strike again with the weapon from the last target's space, and it returns to you at the end of your turn (unless blocked).","feats.monk.whirling-blade-stance.prerequisites.monastic-weaponry":"Monastic Weaponry","feats.monk.wild-winds-gust.name":"Wild Winds Gust","feats.monk.wild-winds-gust.description":"Two actions (air, concentrate, manipulate). Requirement: Wild Winds Stance. Make a wind crash Strike against each creature in a 30-foot cone or 60-foot line; the penalty rises only after all of them.","feats.monk.wild-winds-gust.prerequisites.wild-winds-initiate":"Wild Winds Initiate","feats.monk.fuse-stance.name":"Fuse Stance","feats.monk.fuse-stance.description":"Combine two stances you know into one you name, with both their effects, attacks, requirements and restrictions (the GM settles conflicts).","feats.monk.one-millimeter-punch.name":"One-millimeter Punch","feats.monk.one-millimeter-punch.description":"When One-Inch Punch damages a target, it attempts a Fortitude save against your class DC. **Critical Success** Unaffected. **Success** Pushed 5 feet. **Failure** Pushed 10 feet. **Critical Failure** Pushed 10 feet per action you spent.","feats.monk.one-millimeter-punch.prerequisites.one-inch-punch":"One-inch Punch","feats.monk.shattering-strike-monk.name":"Shattering Strike (Monk)","feats.monk.shattering-strike-monk.description":"Two actions. Make an unarmed Strike that bypasses the target's resistances and treats its Hardness as half.","feats.monk.diamond-fists.name":"Diamond Fists","feats.monk.diamond-fists.description":"Your unarmed attacks gain forceful and deadly d10; one that already had either has a larger damage die.","feats.monk.qi-center.name":"Qi Center","feats.monk.qi-center.description":"Free action, once per minute. Cast a one-action qi spell with the stance trait without spending a Focus Point.","feats.monk.qi-center.prerequisites.master-of-many-styles":"Master of Many Styles","feats.monk.qi-center.prerequisites.qi-spells":"Qi Spells","feats.monk.swift-river.name":"Swift River","feats.monk.swift-river.description":"Free action. Trigger: your turn ends while a status penalty slows your Speed or you are immobilized or slowed. End one such penalty or condition.","feats.monk.triangle-shot.name":"Triangle Shot","feats.monk.triangle-shot.description":"Two actions (concentrate, fortune). Requirement: Monastic Archer Stance with a fitting bow. Make three ranged Strikes against one target at your current penalty -2 more; it counts as two attacks, damage combines for resistances and weaknesses, Stunning Blows applies, and if all three hit the target takes 3d6 persistent bleed damage.","feats.monk.triangle-shot.prerequisites.monastic-archer-stance":"Monastic Archer Stance","feats.monk.triangle-shot.prerequisites.stunning-blows":"Stunning Blows","feats.monk.enduring-quickness.name":"Enduring Quickness","feats.monk.enduring-quickness.description":"You're permanently quickened; the extra action can Stride, Leap or be part of a High Jump or Long Jump.","feats.monk.godbreaker.name":"Godbreaker","feats.monk.godbreaker.description":"Three actions. Requirement: you have a creature grabbed or restrained. Hurl it 20 feet up, leap after it and make an unarmed Strike, up to three times while you hit; a miss ends it and you both fall. If all three hit, you slam it down for your unarmed damage plus falling damage, landing unhurt beside it, still holding it.","feats.monk.godbreaker.prerequisites.crushing-grab":"Crushing Grab","feats.monk.godbreaker.prerequisites.whirling-throw":"Whirling Throw","feats.monk.immortal-techniques.name":"Immortal Techniques","feats.monk.immortal-techniques.description":"The first time each round you use an action with the monk and stance traits, you gain 20 temporary Hit Points until the start of your next turn.","feats.monk.immortal-techniques.prerequisites.master-of-many-styles":"Master of Many Styles","feats.monk.impossible-technique.name":"Impossible Technique","feats.monk.impossible-technique.description":"Reaction (fortune). Requirement: unarmored and not fatigued. Trigger: an enemy's attack hits you or you fail a save against an enemy's ability. The attacker rerolls and takes the lower, or you reroll the save and take the higher.","feats.monk.lightning-qi.name":"Lightning Qi","feats.monk.lightning-qi.description":"Free action, once per 10 minutes. If your next action casts a qi spell of two or more actions, it takes one action fewer.","feats.monk.lightning-qi.prerequisites.qi-spells":"Qi Spells","classes.monk.name":"Monk","classes.monk.description":"A master of unarmed combat and swift movement. Key attribute: Strength or Dexterity. 10 Hit Points plus Constitution per level. Trained in Perception, expert in Fortitude, Reflex and Will; trained in simple weapons and unarmed attacks; untrained in armor, expert in unarmored defense; trained in the monk class DC. Trained in 4 skills plus Intelligence.","classes.monk.choices.key-attribute.prompt":"Key attribute","classes.monk.choices.key-attribute.options.str.name":"Strength","classes.monk.choices.key-attribute.options.dex.name":"Dexterity","classes.monk.choices.skills.prompt":"Trained skills (4 plus Intelligence)","classes.monk.choices.class-feat.prompt":"Monk feat (level {slot})","classes.monk.choices.skill-feat.prompt":"Skill feat (level {slot})","features.monk.flurry-of-blows.name":"Flurry of Blows","features.monk.flurry-of-blows.description":"One action, flourish. Make two unarmed Strikes. If both hit the same creature, combine their damage for resistances and weaknesses. Your multiple attack penalty applies to each as normal.","features.monk.flurry-of-blows.actions.flurry-of-blows.name":"Flurry of Blows","features.monk.flurry-of-blows.actions.flurry-of-blows.steps.first.prompt":"First Strike: choose an unarmed attack","features.monk.flurry-of-blows.actions.flurry-of-blows.steps.second.prompt":"Second Strike: choose an unarmed attack","features.monk.powerful-fist.name":"Powerful Fist","features.monk.powerful-fist.description":"Your fist's damage die is 1d6 instead of 1d4, and you don't take the –2 circumstance penalty for making a lethal attack with an unarmed attack.","features.monk.incredible-movement.name":"Incredible Movement","features.monk.incredible-movement.description":"A +10-foot status bonus to your Speed while you wear no armor, rising by 5 feet at 7th, 11th, 15th and 19th level.","features.monk.mystic-strikes.name":"Mystic Strikes","features.monk.mystic-strikes.description":"Your unarmed attacks are magical, getting past resistances to non-magical attacks.","features.monk.expert-strikes.name":"Expert Strikes","features.monk.expert-strikes.description":"Expert in unarmed attacks and simple weapons. You gain the critical specialization effects of unarmed attacks in the brawling group.","features.monk.perception-expertise.name":"Perception Expertise","features.monk.perception-expertise.description":"Your Perception proficiency becomes expert.","features.monk.path-to-perfection.name":"Path to Perfection","features.monk.path-to-perfection.description":"Choose Fortitude, Reflex or Will: your proficiency in it becomes master, and a success on that save is a critical success.","features.monk.path-to-perfection.choices.save.prompt":"Saving throw","features.monk.path-to-perfection.choices.save.options.save.fortitude.name":"Fortitude","features.monk.path-to-perfection.choices.save.options.save.reflex.name":"Reflex","features.monk.path-to-perfection.choices.save.options.save.will.name":"Will","features.monk.weapon-specialization.name":"Weapon Specialization","features.monk.weapon-specialization.description":"+2 damage with weapons and unarmed attacks you are expert in, +3 if master, +4 if legendary.","features.monk.metal-strikes.name":"Metal Strikes","features.monk.metal-strikes.description":"Your unarmed attacks count as cold iron and silver.","features.monk.monk-expertise.name":"Monk Expertise","features.monk.monk-expertise.description":"Your monk class DC proficiency becomes expert, and so do your spell attack modifier and spell DC for qi spells.","features.monk.second-path-to-perfection.name":"Second Path to Perfection","features.monk.second-path-to-perfection.description":"Choose another saving throw than your first path: your proficiency in it becomes master, and a success on it is a critical success.","features.monk.second-path-to-perfection.choices.save.prompt":"Saving throw","features.monk.second-path-to-perfection.choices.save.options.save.fortitude.name":"Fortitude","features.monk.second-path-to-perfection.choices.save.options.save.reflex.name":"Reflex","features.monk.second-path-to-perfection.choices.save.options.save.will.name":"Will","features.monk.graceful-mastery.name":"Graceful Mastery","features.monk.graceful-mastery.description":"Your unarmored defense proficiency becomes master.","features.monk.master-strikes.name":"Master Strikes","features.monk.master-strikes.description":"Master in unarmed attacks and simple weapons.","features.monk.greater-weapon-specialization.name":"Greater Weapon Specialization","features.monk.greater-weapon-specialization.description":"Weapon specialization damage becomes +4 at expert, +6 at master and +8 at legendary.","features.monk.third-path-to-perfection.name":"Third Path to Perfection","features.monk.third-path-to-perfection.description":"Choose one of your first two paths' saves: your proficiency in it becomes legendary, a critical failure on it is a failure, and a failure against a damaging effect halves the damage.","features.monk.third-path-to-perfection.choices.save.prompt":"Saving throw","features.monk.third-path-to-perfection.choices.save.options.save.fortitude.name":"Fortitude","features.monk.third-path-to-perfection.choices.save.options.save.reflex.name":"Reflex","features.monk.third-path-to-perfection.choices.save.options.save.will.name":"Will","features.monk.adamantine-strikes.name":"Adamantine Strikes","features.monk.adamantine-strikes.description":"Your unarmed attacks count as adamantine.","features.monk.graceful-legend.name":"Graceful Legend","features.monk.graceful-legend.description":"Your unarmored defense proficiency becomes legendary, and your monk class DC (and qi spell attack and DC) master.","features.monk.perfected-form.name":"Perfected Form","features.monk.perfected-form.description":"Fortune. On your first Strike of your turn, if you roll lower than 10 on the d20, you can treat the roll as a 10.","feats.monk.crane-stance.name":"Crane Stance","feats.monk.crane-stance.description":"One action, stance; you are unarmored. A +1 circumstance bonus to AC; the only Strikes you can make are crane wing attacks (1d6 bludgeoning, agile, finesse, nonlethal, unarmed). Jump DCs are 5 lower and a Leap goes 5 feet farther or 2 feet higher.","feats.monk.crane-stance.actions.crane-stance.name":"Crane Stance","feats.monk.dragon-stance.name":"Dragon Stance","feats.monk.dragon-stance.description":"One action, stance; you are unarmored. You can make dragon tail attacks (1d10 bludgeoning, backswing, nonlethal, unarmed) and ignore the first square of difficult terrain when you Stride.","feats.monk.dragon-stance.actions.dragon-stance.name":"Dragon Stance","feats.monk.mountain-stance.name":"Mountain Stance","feats.monk.mountain-stance.description":"One action, stance; you are unarmored and touching the ground. The only Strikes you can make are falling stone attacks (1d8 bludgeoning, forceful, nonlethal, unarmed). A +4 item bonus to AC and a +2 circumstance bonus against forced movement, but your Dexterity cap to AC is +0 and your Speeds are 5 feet lower.","feats.monk.mountain-stance.actions.mountain-stance.name":"Mountain Stance","feats.monk.tiger-stance.name":"Tiger Stance","feats.monk.tiger-stance.description":"One action, stance; you are unarmored. You can make tiger claw attacks (1d8 slashing, agile, finesse, nonlethal, unarmed); a critical hit that deals damage adds 1d4 persistent bleed damage. With a Speed of 20 feet or more, you can Step 10 feet.","feats.monk.tiger-stance.actions.tiger-stance.name":"Tiger Stance","feats.monk.wolf-stance.name":"Wolf Stance","feats.monk.wolf-stance.description":"One action, stance; you are unarmored. You can make wolf jaw attacks (1d8 piercing, agile, backstabber, finesse, nonlethal, unarmed), which gain the trip trait against a target you're flanking.","feats.monk.wolf-stance.actions.wolf-stance.name":"Wolf Stance","feats.monk.monastic-weaponry.name":"Monastic Weaponry","feats.monk.advanced-monastic-weaponry.name":"Advanced Monastic Weaponry","feats.monk.advanced-monastic-weaponry.description":"For proficiency, you treat advanced monk weapons as martial monk weapons.","feats.monk.advanced-monastic-weaponry.prerequisites.monastic-weaponry":"Monastic Weaponry","feats.monk.monastic-weaponry.description":"Trained in simple and martial monk weapons, rising with your unarmed attacks; you can use melee monk weapons with monk feats and abilities that need unarmed attacks.","feats.monk.qi-spells.name":"Qi Spells","feats.monk.qi-spells.description":"You gain a focus pool of 1 Focus Point and become trained in spell attack modifier and spell DC, casting qi spells with Wisdom; choose whether your qi spells are divine or occult. You gain a 1st-rank qi spell: inner upheaval or qi rush. You can take this feat again for the other spell.","feats.monk.crushing-grab.name":"Crushing Grab","feats.monk.crushing-grab.description":"When you successfully Grapple a creature, you can deal bludgeoning damage equal to your Strength modifier to it, nonlethal if you like.","feats.monk.dancing-leaf.name":"Dancing Leaf","feats.monk.dancing-leaf.description":"Your Leaps and successful jumps go 5 feet farther, and falling distance next to a wall doesn't count.","feats.monk.stunning-blows.name":"Stunning Blows","feats.monk.stunning-blows.description":"Incapacitation. When both Strikes of your Flurry of Blows target the same creature and either hits and deals damage, it must succeed at a Fortitude save against your class DC or be stunned 1 (stunned 3 on a critical failure).","feats.monk.cobra-stance.name":"Cobra Stance","feats.monk.cobra-stance.description":"One action, stance. The only Strikes you can make are cobra fang attacks (1d4 piercing, agile, deadly d10, finesse, unarmed, venomous). A +1 circumstance bonus to Fortitude saves and your Fortitude DC, and poison resistance equal to half your level.","feats.monk.cobra-stance.actions.cobra-stance.name":"Cobra Stance","feats.monk.deflect-projectile.name":"Deflect Projectile","feats.monk.deflect-projectile.description":"Reaction, when you're targeted by a physical ranged attack you're aware of, with a hand free: a +4 circumstance bonus to AC against it.","feats.monk.flying-kick.name":"Flying Kick","feats.monk.flying-kick.description":"Two actions. Leap, High Jump or Long Jump; at its end, Strike an adjacent foe with an unarmed attack, then fall to the ground.","feats.monk.flying-kick.actions.flying-kick.name":"Flying Kick","feats.monk.flying-kick.actions.flying-kick.steps.weapon.prompt":"Choose an unarmed attack","feats.monk.stand-still.name":"Stand Still","feats.monk.stand-still.description":"Reaction, when a creature within your reach uses a move action or leaves a square during one: make a melee Strike against it. A critical hit disrupts a move action.","feats.monk.stand-still.actions.stand-still.name":"Stand Still","feats.monk.stand-still.actions.stand-still.steps.weapon.prompt":"Choose a melee weapon or unarmed attack","feats.monk.mountain-stronghold.name":"Mountain Stronghold","feats.monk.mountain-stronghold.description":"One action, in Mountain Stance: a +2 circumstance bonus to AC until the start of your next turn. Mountain Stance's Dexterity cap to AC is +1 for you.","feats.monk.mountain-stronghold.actions.mountain-stronghold.name":"Mountain Stronghold","feats.monk.mountain-stronghold.prerequisites.mountain-stance":"Mountain Stance","feats.monk.one-inch-punch.name":"One-Inch Punch","feats.monk.one-inch-punch.description":"Two or three actions. An unarmed Strike that deals one extra weapon damage die for two actions, two for three; twice as many dice from 10th level and three times from 18th.","feats.monk.one-inch-punch.actions.one-inch-punch.name":"One-Inch Punch","feats.monk.one-inch-punch.actions.one-inch-punch.params.actions.name":"Actions spent","feats.monk.one-inch-punch.actions.one-inch-punch.steps.weapon.prompt":"Choose an unarmed attack","feats.monk.one-inch-punch.prerequisites.expert-strikes":"Expert Strikes","feats.monk.tiger-slash.name":"Tiger Slash","feats.monk.tiger-slash.description":"Two actions, in Tiger Stance. A tiger claw Strike with two extra weapon damage dice (three from 14th level), and you can push the target 5 feet as a Shove. A critical hit adds your Strength modifier to the persistent bleed damage.","feats.monk.tiger-slash.actions.tiger-slash.name":"Tiger Slash","feats.monk.tiger-slash.actions.tiger-slash.steps.weapon.prompt":"Choose your tiger claw","feats.monk.tiger-slash.prerequisites.tiger-stance":"Tiger Stance","feats.monk.water-step.name":"Water Step","feats.monk.water-step.description":"You can Stride across liquids and surfaces that can't support your weight, as long as you don't end your movement there.","effects.crane-stance.name":"Crane Stance","effects.dragon-stance.name":"Dragon Stance","effects.mountain-stance.name":"Mountain Stance","effects.tiger-stance.name":"Tiger Stance","effects.wolf-stance.name":"Wolf Stance","effects.cobra-stance.name":"Cobra Stance","effects.mountain-stronghold.name":"Mountain Stronghold","effects.mountain-stronghold.description":"A +2 circumstance bonus to AC until the start of your next turn.","templates.powerful-fist.name":"{base} (Powerful Fist)","weapons.unarmed.crane-wing.name":"Crane wing","weapons.unarmed.dragon-tail.name":"Dragon tail","weapons.unarmed.falling-stone.name":"Falling stone","weapons.unarmed.tiger-claw.name":"Tiger claw","weapons.unarmed.wolf-jaw.name":"Wolf jaw","weapons.unarmed.cobra-fang.name":"Cobra fang","fields.stance.current.name":"Stance","situational.backswing.name":"Backswing: missed with this weapon this turn","tags.trait.backswing.name":"Backswing","tags.trait.backswing.description":"A +1 circumstance bonus to attack rolls with it after missing with it this turn.","tags.trait.backstabber.name":"Backstabber","tags.trait.backstabber.description":"Against an off-guard target, 1 extra precision damage (2 with a +3 weapon).","tags.trait.monk.name":"Monk","tags.trait.venomous.name":"Venomous","rules.choices.qi-tradition.prompt":"Qi spells tradition","rules.choices.qi-tradition.options.divine.name":"Divine","rules.choices.qi-tradition.options.occult.name":"Occult","feats.monk.qi-spells.choices.spell.prompt":"Qi spell","feats.monk.qi-spells.choices.spell.options.inner-upheaval.name":"Inner upheaval","feats.monk.qi-spells.choices.spell.options.qi-rush.name":"Qi rush","feats.monk.harmonize-self.name":"Harmonize Self","feats.monk.harmonize-self.description":"You gain the harmonize self qi spell and 1 Focus Point.","feats.monk.harmonize-self.prerequisites.qi-spells":"Qi Spells","feats.monk.advanced-qi-spells.name":"Advanced Qi Spells","feats.monk.advanced-qi-spells.description":"You gain a 3rd-rank qi spell, qi blast or shrink the span, and 1 Focus Point. You can take this feat again for the other spell.","feats.monk.advanced-qi-spells.prerequisites.qi-spells":"Qi Spells","feats.monk.advanced-qi-spells.choices.spell.prompt":"Qi spell","feats.monk.advanced-qi-spells.choices.spell.options.qi-blast.name":"Qi blast","feats.monk.advanced-qi-spells.choices.spell.options.shrink-the-span.name":"Shrink the span","feats.monk.clinging-shadows-initiate.name":"Clinging Shadows Initiate","feats.monk.clinging-shadows-initiate.description":"You gain the clinging shadows stance qi spell and 1 Focus Point. Entering the stance is a qi spell; its shadow grasp Strikes aren't, so you can use them as often as you like while in it.","feats.monk.clinging-shadows-initiate.prerequisites.qi-spells":"Qi Spells","feats.monk.wild-winds-initiate.name":"Wild Winds Initiate","feats.monk.wild-winds-initiate.description":"You gain the wild winds stance qi spell and 1 Focus Point. Entering the stance is a qi spell; its wind crash Strikes aren't, so you can use them as often as you like while in it.","feats.monk.wild-winds-initiate.prerequisites.qi-spells":"Qi Spells","feats.monk.wind-jump.name":"Wind Jump","feats.monk.wind-jump.description":"You gain the wind jump qi spell and 1 Focus Point.","feats.monk.wind-jump.prerequisites.qi-spells":"Qi Spells","feats.monk.shadows-web.name":"Shadow's Web","feats.monk.shadows-web.description":"You gain the shadow's web qi spell and 1 Focus Point.","feats.monk.shadows-web.prerequisites.clinging-shadows-initiate":"Clinging Shadows Initiate","feats.monk.master-qi-spells.name":"Master Qi Spells","feats.monk.master-qi-spells.description":"You gain an 8th-rank qi spell, medusa's wrath or touch of death, and 1 Focus Point. You can take this feat again for the other spell.","feats.monk.master-qi-spells.prerequisites.qi-spells":"Qi Spells","feats.monk.master-qi-spells.choices.spell.prompt":"Qi spell","feats.monk.master-qi-spells.choices.spell.options.medusas-wrath.name":"Medusa's wrath","feats.monk.master-qi-spells.choices.spell.options.touch-of-death.name":"Touch of death","feats.monk.grandmaster-qi-spells.name":"Grandmaster Qi Spells","feats.monk.grandmaster-qi-spells.description":"You gain a 9th-rank qi spell, embrace nothingness or qi form, and 1 Focus Point. You can take this feat again for the other spell.","feats.monk.grandmaster-qi-spells.prerequisites.qi-spells":"Qi Spells","feats.monk.grandmaster-qi-spells.choices.spell.prompt":"Qi spell","feats.monk.grandmaster-qi-spells.choices.spell.options.embrace-nothingness.name":"Embrace nothingness","feats.monk.grandmaster-qi-spells.choices.spell.options.qi-form.name":"Qi form","effects.clinging-shadows-stance.name":"Clinging Shadows Stance","effects.wild-winds-stance.name":"Wild Winds Stance","weapons.unarmed.wind-crash.name":"Wind crash","fields.stance.current.values.clinging-shadows.name":"Clinging Shadows Stance","fields.stance.current.values.wild-winds.name":"Wild Winds Stance","fields.oracle.mystery.name":"Mystery","fields.oracle.cursebound.name":"Cursebound","fields.oracle.curseMax.name":"Maximum cursebound","tags.trait.cursebound.name":"Cursebound","situational.againstSpell.name":"Against a spell","situational.divineAegis.name":"Divine Aegis","classes.oracle.name":"Oracle","classes.oracle.description":"A divine spellcaster whose power comes from a mystery, at the price of a curse. Key attribute: Charisma. 8 Hit Points plus Constitution per level. Trained in Perception, Fortitude and Reflex, expert in Will; trained in simple weapons and unarmed attacks; trained in light armor and unarmored defense; trained in the oracle class DC, spell attack modifier and spell DC. Trained in Religion, your mystery's skill and 3 more skills plus Intelligence. You cast divine spells spontaneously with Charisma: three slots of each rank (four from the next level), a repertoire of as many spells and five cantrips, plus your mystery's granted spells. Cursebound abilities tighten your curse (cursebound 1 to 2, 3 from 11th level, 4 from 17th); Refocusing loosens it by 1.","classes.oracle.choices.mystery.prompt":"Mystery","classes.oracle.choices.skills.prompt":"Trained skills (3 plus Intelligence)","classes.oracle.choices.class-feat.prompt":"Oracle feat (level {slot})","classes.oracle.choices.skill-feat.prompt":"Skill feat (level {slot})","classes.oracle.mysteries.ancestors.name":"Ancestors","classes.oracle.mysteries.ancestors.description":"Granted spells: guidance, ill omen, ghostly carrier, dreaming potential. Initial revelation: ancestral touch. Cursebound feat: Whispers of Weakness. Curse of ancestral meddling: while cursebound you are clumsy with the cursebound value.","classes.oracle.mysteries.battle.name":"Battle","classes.oracle.mysteries.battle.description":"Granted spells: shield, sure strike, telekinetic maneuver, weapon storm. Initial revelation: weapon trance. Cursebound feat: Oracular Warning. Curse of the mortal warrior: cursebound 1, weakness 2 to damage from spells (resistances and immunities to spells suppressed); 2, a -1 status penalty to saves against spells; 3, the weakness equals your level; 4, the penalty is -2.","classes.oracle.mysteries.bones.name":"Bones","classes.oracle.mysteries.bones.description":"Granted spells: void warp, grim tendrils, false vitality, ghostly weapon. Initial revelation: soul siphon. Cursebound feat: Nudge the Scales. Curse of living death: cursebound 1, weakness 2 to vitality and void damage, and both harm you; 2, a -1 status penalty to Fortitude saves; 3, the weakness is 5 + your level; 4, the penalty is -2.","classes.oracle.mysteries.cosmos.name":"Cosmos","classes.oracle.mysteries.cosmos.description":"Granted spells: light, dizzying colors, darkness, moon frenzy. Initial revelation: spray of stars. Cursebound feat: Oracular Warning. Curse of the sky's call: while cursebound you are enfeebled with the cursebound value, and take that status penalty to saves and DCs against forced movement.","classes.oracle.mysteries.flames.name":"Flames","classes.oracle.mysteries.flames.description":"Granted spells: ignition, breathe fire, blazing bolt, fireball. Initial revelation: incendiary aura. Cursebound feat: Foretell Harm. Curse of engulfing flames: while cursebound you burn, taking persistent fire damage equal to the cursebound value, and resistance or immunity to fire is suppressed; the flames shed light like a torch.","classes.oracle.mysteries.life.name":"Life","classes.oracle.mysteries.life.description":"Granted spells: vitality lash, soothe, false vitality, grisly growths (5th). Initial revelation: life link. Cursebound feat: Nudge the Scales. Curse of outpouring life: magical healing you receive takes a status penalty equal to your level (at least 1) times the cursebound value.","classes.oracle.mysteries.lore.name":"Lore","classes.oracle.mysteries.lore.description":"Granted spells: read aura, mindlink, hypercognition, never mind. Initial revelation: brain drain. Cursebound feat: Whispers of Weakness. Also trained in a Lore of your choice. Curse of torrential knowledge: a status penalty equal to the cursebound value to Perception checks and Will saves; at cursebound 4 you can't communicate and are stupefied 1.","classes.oracle.mysteries.lore.choices.lore.prompt":"A Lore","classes.oracle.mysteries.tempest.name":"Tempest","classes.oracle.mysteries.tempest.description":"Granted spells: electric arc, thunderstrike, hydraulic torrent, chain lightning. Initial revelation: tempest touch. Cursebound feat: Foretell Harm. Curse of inclement headwinds: cursebound 1, electricity weakness 2 (and you count as wearing metal); 2, a -2 circumstance penalty to ranged attack rolls; 3, the weakness is 5 + your level; 4, a -10-foot status penalty to your Speeds.","features.oracle.revelation-spells.name":"Revelation Spells","features.oracle.revelation-spells.description":"Your mystery's powers are revelation spells, focus spells costing 1 Focus Point. You learn your mystery's initial revelation spell and start with a focus pool of 1 Focus Point, regained by Refocusing as you seek omens.","features.oracle.oracular-curse.name":"Oracular Curse","features.oracle.oracular-curse.description":"Cursebound abilities draw on raw divine power: each makes you cursebound 1, or raises your cursebound value by 1, after it resolves. You can't use one at your maximum (cursebound 2; 3 from 11th level, 4 from 17th). Your mystery's curse sets what cursebound does to you, and nothing but Refocusing lessens it; each Refocus lowers it by 1.","features.oracle.expert-spellcaster.name":"Expert Spellcaster","features.oracle.expert-spellcaster.description":"Your proficiency ranks for spell attack modifier and spell DC increase to expert.","features.oracle.mysterious-resolve.name":"Mysterious Resolve","features.oracle.mysterious-resolve.description":"Your proficiency rank for Will saves increases to master, and a success on a Will save is a critical success instead.","features.oracle.magical-fortitude.name":"Magical Fortitude","features.oracle.magical-fortitude.description":"Your proficiency rank for Fortitude saves increases to expert.","features.oracle.major-curse.name":"Major Curse","features.oracle.major-curse.description":"Your maximum cursebound value increases to 3.","features.oracle.oracular-senses.name":"Oracular Senses","features.oracle.oracular-senses.description":"Your proficiency rank for Perception increases to expert.","features.oracle.weapon-expertise.name":"Weapon Expertise","features.oracle.weapon-expertise.description":"Your proficiency ranks for simple weapons and unarmed attacks increase to expert.","features.oracle.light-armor-expertise.name":"Light Armor Expertise","features.oracle.light-armor-expertise.description":"Your proficiency ranks for light armor and unarmored defense increase to expert.","features.oracle.premonitions-reflexes.name":"Premonition's Reflexes","features.oracle.premonitions-reflexes.description":"Your proficiency rank for Reflex saves increases to expert.","features.oracle.weapon-specialization.name":"Weapon Specialization","features.oracle.weapon-specialization.description":"You deal 2 more damage with weapons and unarmed attacks in which you are an expert, 3 if a master, 4 if legendary.","features.oracle.master-spellcaster.name":"Master Spellcaster","features.oracle.master-spellcaster.description":"Your proficiency ranks for spell attack modifier and spell DC increase to master.","features.oracle.extreme-curse.name":"Extreme Curse","features.oracle.extreme-curse.description":"Your maximum cursebound value increases to 4.","features.oracle.greater-mysterious-resolve.name":"Greater Mysterious Resolve","features.oracle.greater-mysterious-resolve.description":"Your proficiency rank for Will saves increases to legendary. A critical failure on a Will save is a failure instead, and you take half damage when you fail a Will save against a damaging effect.","features.oracle.legendary-spellcaster.name":"Legendary Spellcaster","features.oracle.legendary-spellcaster.description":"Your proficiency ranks for spell attack modifier and spell DC increase to legendary.","features.oracle.divine-access.name":"Divine Access","features.oracle.divine-access.description":"Choose a deity granting one of your mystery's domains; up to three of its cleric spells join your spell list, and your repertoire once you can cast them.","features.oracle.oracular-clarity.name":"Oracular Clarity","features.oracle.oracular-clarity.description":"Two common 10th-rank divine spells join your repertoire, and you gain a single 10th-rank slot to cast them; abilities that add slots or cast without spending one can't use it. Oracular Providence gives a second slot.","features.oracle.oracular-clarity.choices.spell.prompt":"A second 10th-rank divine spell","spells.ancestral-touch.name":"Ancestral Touch","spells.ancestral-touch.description":"You touch a living creature and make it feel the ancestors around you: 2d4 mental damage, Will save. **Critical Success** Unaffected. **Success** Half damage. **Failure** Full damage and frightened 1. **Critical Failure** Double damage and frightened 2.\n\n**Heightened (+1)** The damage increases by 1d4.","spells.brain-drain.name":"Brain Drain","spells.brain-drain.description":"You rifle through a creature's mind within 30 feet: 1d8 mental damage, basic Will save. If it fails, you attempt one Recall Knowledge check with a skill of your choice, using the target's modifier for that skill.\n\n**Heightened (+1)** The damage increases by 1d8.","spells.incendiary-aura.name":"Incendiary Aura","spells.incendiary-aura.description":"For 1 minute a 10-foot emanation around you is combustible: each time a creature in it takes fire damage, it catches fire and takes 2d4 persistent fire damage.\n\n**Heightened (+2)** The persistent damage increases by 1d4 and the emanation by 5 feet.","spells.life-link.name":"Life Link","spells.life-link.description":"You link your life to another creature within 30 feet for 1 minute. It regains 1d4 Hit Points. The first time each round it takes damage, the damage drops by 3 (not below 0) and you lose that many Hit Points, which nothing can reduce. It ends if you fall unconscious; you can Dismiss it.\n\n**Heightened (3rd)** 2 targets, 3d4 healing, 5 shared. **Heightened (6th)** 3 targets, 6d4, 10. **Heightened (9th)** 4 targets, 9d4, 15.","spells.soul-siphon.name":"Soul Siphon","spells.soul-siphon.description":"You draw off part of a living creature's soul within 30 feet: 1d4 void damage, Fortitude save; you gain temporary Hit Points equal to the Hit Points it loses (drained included). **Critical Success** Unaffected. **Success** Half damage. **Failure** Full damage and drained 1. **Critical Failure** Double damage and drained 2.\n\n**Heightened (+1)** The damage increases by 1d4.","spells.spray-of-stars.name":"Spray of Stars","spells.spray-of-stars.description":"Tiny shooting stars fill a 15-foot cone: 2d4 fire damage, Reflex save. **Critical Success** Unaffected. **Success** Half damage and dazzled for 1 round. **Failure** Full damage and dazzled for 3 rounds. **Critical Failure** Double damage and dazzled for 1 minute.\n\n**Heightened (+1)** The damage increases by 1d4.","spells.tempest-touch.name":"Tempest Touch","spells.tempest-touch.description":"Icy churning water clings to a creature you touch: 1d4 bludgeoning and 1d4 cold damage, Fortitude save. **Critical Success** Unaffected. **Success** Half damage and a -5-foot circumstance penalty to its Speeds until the end of your next turn. **Failure** Full damage and a -10-foot penalty. **Critical Failure** As failure, with double damage.\n\n**Heightened (+1)** Each damage increases by 1d4.","spells.weapon-trance.name":"Weapon Trance","spells.weapon-trance.description":"For 1 minute, your proficiency with martial weapons equals your proficiency with simple weapons.","spells.access-lore.name":"Access Lore","spells.access-lore.description":"For 1 minute, choose a Lore skill: your proficiency rank in it equals your rank for oracle spellcasting.","spells.ancestral-defense.name":"Ancestral Defense","spells.ancestral-defense.description":"Reaction. Trigger: you are about to attempt a Will save. You roll it twice and use the better result.","spells.armor-of-bones.name":"Armor of Bones","spells.armor-of-bones.description":"For 1 minute, your body hardens like bone: resistance 3 to cold, electricity, fire, piercing and slashing damage.\n\n**Heightened (+1)** The resistance increases by 1.","spells.battlefield-persistence.name":"Battlefield Persistence","spells.battlefield-persistence.description":"Reaction. Trigger: you are about to attempt a saving throw. You gain a +2 status bonus to it, and an incapacitation effect treats you as 2 levels higher for it.","spells.delay-affliction.name":"Delay Affliction","spells.delay-affliction.description":"A creature within 30 feet regains 3d8 Hit Points, and you attempt to counteract one affliction you know it has, suspending it for 1 hour on a success. It's then immune for a day.\n\n**Heightened (+1)** 1d8 more healing, and one more affliction.","spells.interstellar-void.name":"Interstellar Void","spells.interstellar-void.description":"The freezing void cloaks a creature within 30 feet for as long as you Sustain it (up to 1 minute): 3d6 cold damage, basic Fortitude save, now and the first time each round you Sustain it. It is fatigued while the spell lasts.\n\n**Heightened (+1)** The damage increases by 1d6.","spells.thunderburst.name":"Thunderburst","spells.thunderburst.description":"Wind and thunder blast a 20-foot burst within 100 feet: 2d6 bludgeoning and 2d6 sonic damage, Fortitude save. **Critical Success** Unaffected. **Success** Half damage. **Failure** Full damage and deafened for 1 minute. **Critical Failure** Double damage and deafened for 1 hour.\n\n**Heightened (+2)** Each damage increases by 2d6 and the burst by 5 feet.","spells.whirling-flames.name":"Whirling Flames","spells.whirling-flames.description":"Flames whirl in up to two non-overlapping 5-foot bursts within 30 feet: 5d6 fire damage, basic Reflex save.\n\n**Heightened (+2)** The damage increases by 3d6, and one more burst.","spells.ancestral-form.name":"Ancestral Form","spells.ancestral-form.description":"While you Sustain it (up to 1 minute) you become an invisible, quasi-corporeal spirit: resistance 10 to all damage except force, spirit and ghost touch Strikes (doubled against non-magical damage and precision damage), and a fly Speed equal to your land Speed. You can't Cast Spells, activate items or use attack or manipulate actions.\n\n**Heightened (+2)** The resistance increases by 5.","spells.claim-undead.name":"Claim Undead","spells.claim-undead.description":"You try to take control of an undead creature within 30 feet for 10 minutes (its controller saves instead, if it has one); Will save. **Critical Success** Unaffected. **Success** Stunned 1 and confused for 1 round. **Failure** It is controlled by you; it can save again at the end of each of its turns, ending the spell (stunned 1 and confused for a round) on a success. **Critical Failure** As failure, but it saves again only against an order against its nature.","spells.dread-secret.name":"Dread Secret","spells.dread-secret.description":"Up to 6 creatures within 60 feet, until the end of your next turn: name a resistance or weakness you believe they have; for each that has it, a Will save. **Critical Success** Unaffected. **Success** A named weakness takes 1 damage of its type (triggering it), or a named resistance is lost. **Failure** As success, and frightened 1. **Critical Failure** As failure, but frightened 3.","spells.flaming-fusillade.name":"Flaming Fusillade","spells.flaming-fusillade.description":"For 1 minute flames burst around you: you cast ignition as part of this spell, and for the duration ignition takes 1 action instead of 2.\n\n**Heightened (9th)** Ignition also gains a status bonus to damage equal to this spell's rank.","spells.life-giving-form.name":"Life-Giving Form","spells.life-giving-form.description":"For 1 minute you become a beacon of healing, shedding light like a torch: resistance 5 to precision damage, weakness 5 to void damage, and 1d4 more vitality damage on your unarmed Strikes. An Interact touch restores 6d8 Hit Points to a living creature (not you), which is then immune for 1 minute; a creature hurt by vitality that touches or hits you takes 3d4 vitality damage.\n\n**Heightened (+1)** 1d8 more healing, and the vitality damage, resistance and weakness each increase by 1.","spells.moonlight-bridge.name":"Moonlight Bridge","spells.moonlight-bridge.description":"For 10 minutes a 10-foot-wide bridge of moonlight starts at a point within 30 feet and runs up to 120 feet, level or sloped up to 45 degrees. It has AC 10, Hardness 30 and 60 Hit Points and is immune to all damage but force, spirit and ghost touch. You and your allies cross it; others pass through. It blocks attacks through it. You can Dismiss it.\n\n**Heightened (+1)** 20 feet longer, 20 more Hit Points, and up to 5 feet wider.","spells.revel-in-retribution.name":"Revel in Retribution","spells.revel-in-retribution.description":"For 1 minute you have Reactive Strike and an extra reaction each turn usable only for it (one immediately). Each hit with Reactive Strike gives you 5 temporary Hit Points that last for the spell's duration.\n\n**Heightened (+1)** The temporary Hit Points increase by 1.","spells.tempest-form.name":"Tempest Form","spells.tempest-form.description":"While you Sustain it (up to 1 minute) you become air, water or mist: amorphous, using unarmored defense (no item bonus to AC), resistance 10 to physical damage, immune to precision damage, no need to breathe, and no spells, item activations, attack or manipulate actions but this spell's. Air: fly Speed 20 feet, invisible in the air, a gust of wind (2 actions). Mist: fly Speed 20 feet, and creatures targeting through you treat the target as concealed. Water: swim Speed 20 feet, invisible in water; one action charges you so melee attackers take 1d6 electricity damage.\n\n**Heightened (+2)** The resistance increases by 5 and the electricity damage by 1.","feats.oracle.foretell-harm.name":"Foretell Harm","feats.oracle.foretell-harm.description":"Free action, once per round. Requirement: your last action cast a non-cantrip spell that dealt damage. At the start of the target's next turn, a minor misfortune of the spell's damage type deals it damage equal to twice the spell's rank; it's then immune for 24 hours.","feats.oracle.foretell-harm.actions.foretell-harm.name":"Foretell Harm","feats.oracle.foretell-harm.actions.foretell-harm.params.rank.name":"The spell's rank","feats.oracle.foretell-harm.actions.foretell-harm.results.used.name":"Harm foretold","feats.oracle.glean-lore.name":"Glean Lore","feats.oracle.glean-lore.description":"One action, secret. Attempt a Religion check against a DC the GM sets to draw on divine lore. **Critical Success** Accurate lore or a useful clue. **Success** Two pieces of information, one true and one false, and you don't know which. **Failure** False information. **Critical Failure** Two false pieces.","feats.oracle.glean-lore.actions.glean-lore.name":"Glean Lore","feats.oracle.glean-lore.actions.glean-lore.params.dc.name":"DC","feats.oracle.nudge-the-scales.name":"Nudge the Scales","feats.oracle.nudge-the-scales.description":"One action. A creature within 30 feet, living or undead, regains 2 + twice your level Hit Points. During daily preparations you side with life (vitality heals you, as normal) or death (you gain void healing).","feats.oracle.nudge-the-scales.actions.nudge-the-scales.name":"Nudge the Scales","feats.oracle.nudge-the-scales.actions.nudge-the-scales.participants.ally.name":"The creature healed","feats.oracle.nudge-the-scales.actions.nudge-the-scales.results.used.name":"Healed","feats.oracle.oracular-warning.name":"Oracular Warning","feats.oracle.oracular-warning.description":"Free action. Trigger: you're about to roll initiative. Each ally within 20 feet gains a +2 status bonus to initiative (+3 if you're cursebound 2, +4 if cursebound 3) and temporary Hit Points equal to half your level for 1 minute.","feats.oracle.oracular-warning.actions.oracular-warning.name":"Oracular Warning","feats.oracle.oracular-warning.actions.oracular-warning.results.used.name":"Allies warned","feats.oracle.whispers-of-weakness.name":"Whispers of Weakness","feats.oracle.whispers-of-weakness.description":"One action. A creature within 60 feet: you learn its weaknesses and its lowest save, and gain a +2 status bonus to your next attack roll (or skill check in an attack action) against it this turn. It's then immune for a day.","feats.oracle.whispers-of-weakness.actions.whispers-of-weakness.name":"Whispers of Weakness","feats.oracle.whispers-of-weakness.actions.whispers-of-weakness.results.used.name":"Whispers heard","feats.oracle.divine-aegis.name":"Divine Aegis","feats.oracle.divine-aegis.description":"Reaction. Trigger: you're about to save against a magical effect. Until the start of your next turn, +1 circumstance bonus to saves against nondivine magic and -1 circumstance penalty against divine effects.","feats.oracle.domain-acumen.name":"Domain Acumen","feats.oracle.domain-acumen.description":"Choose a domain associated with your mystery: you gain its initial domain spell as a revelation spell. You can take this feat again for another domain.","feats.oracle.domain-acumen.choices.domain.prompt":"Domain","feats.oracle.domain-acumen.choices.domain.options.air.name":"Air","feats.oracle.domain-acumen.choices.domain.options.darkness.name":"Darkness","feats.oracle.domain-acumen.choices.domain.options.death.name":"Death","feats.oracle.domain-acumen.choices.domain.options.destruction.name":"Destruction","feats.oracle.domain-acumen.choices.domain.options.family.name":"Family","feats.oracle.domain-acumen.choices.domain.options.fire.name":"Fire","feats.oracle.domain-acumen.choices.domain.options.healing.name":"Healing","feats.oracle.domain-acumen.choices.domain.options.knowledge.name":"Knowledge","feats.oracle.domain-acumen.choices.domain.options.magic.name":"Magic","feats.oracle.domain-acumen.choices.domain.options.might.name":"Might","feats.oracle.domain-acumen.choices.domain.options.moon.name":"Moon","feats.oracle.domain-acumen.choices.domain.options.pain.name":"Pain","feats.oracle.domain-acumen.choices.domain.options.protection.name":"Protection","feats.oracle.domain-acumen.choices.domain.options.secrecy.name":"Secrecy","feats.oracle.domain-acumen.choices.domain.options.sun.name":"Sun","feats.oracle.domain-acumen.choices.domain.options.truth.name":"Truth","feats.oracle.domain-acumen.choices.domain.options.undeath.name":"Undeath","feats.oracle.domain-acumen.choices.domain.options.water.name":"Water","feats.oracle.domain-acumen.choices.domain.options.zeal.name":"Zeal","feats.oracle.domain-acumen.choices.domain.options.air.prerequisites.mystery":"A domain of your mystery","feats.oracle.domain-acumen.choices.domain.options.darkness.prerequisites.mystery":"A domain of your mystery","feats.oracle.domain-acumen.choices.domain.options.death.prerequisites.mystery":"A domain of your mystery","feats.oracle.domain-acumen.choices.domain.options.destruction.prerequisites.mystery":"A domain of your mystery","feats.oracle.domain-acumen.choices.domain.options.family.prerequisites.mystery":"A domain of your mystery","feats.oracle.domain-acumen.choices.domain.options.fire.prerequisites.mystery":"A domain of your mystery","feats.oracle.domain-acumen.choices.domain.options.healing.prerequisites.mystery":"A domain of your mystery","feats.oracle.domain-acumen.choices.domain.options.knowledge.prerequisites.mystery":"A domain of your mystery","feats.oracle.domain-acumen.choices.domain.options.magic.prerequisites.mystery":"A domain of your mystery","feats.oracle.domain-acumen.choices.domain.options.might.prerequisites.mystery":"A domain of your mystery","feats.oracle.domain-acumen.choices.domain.options.moon.prerequisites.mystery":"A domain of your mystery","feats.oracle.domain-acumen.choices.domain.options.pain.prerequisites.mystery":"A domain of your mystery","feats.oracle.domain-acumen.choices.domain.options.protection.prerequisites.mystery":"A domain of your mystery","feats.oracle.domain-acumen.choices.domain.options.secrecy.prerequisites.mystery":"A domain of your mystery","feats.oracle.domain-acumen.choices.domain.options.sun.prerequisites.mystery":"A domain of your mystery","feats.oracle.domain-acumen.choices.domain.options.truth.prerequisites.mystery":"A domain of your mystery","feats.oracle.domain-acumen.choices.domain.options.undeath.prerequisites.mystery":"A domain of your mystery","feats.oracle.domain-acumen.choices.domain.options.water.prerequisites.mystery":"A domain of your mystery","feats.oracle.domain-acumen.choices.domain.options.zeal.prerequisites.mystery":"A domain of your mystery","feats.oracle.meddling-futures.name":"Meddling Futures","feats.oracle.meddling-futures.description":"Free action. Roll 1d4 for the spirit drawn to you; your next action must be its kind (or succeed at a DC 6 flat check or lose it), and it helps. **1 Warrior** Strike: +1 status to the attack and +2 to damage (+6 if cursebound 3). **2 Adept** Perception or a skill action: +1 status (+2 if cursebound 3). **3 Sage** Cast a Spell: a status bonus to its damage or healing equal to its rank (+3 more if cursebound 3). **4 Wanderer** Stride (or Fly, Climb, Burrow): +10-foot status bonus to Speed (+20 if cursebound 3).","feats.oracle.meddling-futures.actions.meddling-futures.name":"Meddling Futures","feats.oracle.meddling-futures.actions.meddling-futures.results.used.name":"A spirit answers","feats.oracle.knowledge-of-shapes.name":"Knowledge of Shapes","feats.oracle.knowledge-of-shapes.description":"Free action. You use Reach Spell or Widen Spell as a free action.","feats.oracle.knowledge-of-shapes.prerequisites.spellshape":"Reach Spell or Widen Spell","feats.oracle.knowledge-of-shapes.actions.knowledge-of-shapes.name":"Knowledge of Shapes","feats.oracle.knowledge-of-shapes.actions.knowledge-of-shapes.results.used.name":"Shaped","feats.oracle.thousand-visions.name":"Thousand Visions","feats.oracle.thousand-visions.description":"Free action. For 1 minute, within 30 feet you need no flat check against concealed creatures, aren't off-guard to hidden ones, and need only DC 5 against hidden ones; beyond 30 feet all your senses are imprecise.","feats.oracle.thousand-visions.actions.thousand-visions.name":"Thousand Visions","feats.oracle.thousand-visions.actions.thousand-visions.results.used.name":"Visions open","feats.oracle.advanced-revelation.name":"Advanced Revelation","feats.oracle.advanced-revelation.description":"You learn your mystery's advanced revelation spell.","feats.oracle.advanced-revelation.prerequisites.mystery":"An initial revelation spell","feats.oracle.advanced-revelation.choices.spell.prompt":"Advanced revelation spell","feats.oracle.gifted-power.name":"Gifted Power","feats.oracle.gifted-power.description":"You gain an extra spell slot of your highest rank that can cast only your mystery's granted spells, heightened to that rank (and spells from divine access or Mysterious Repertoire).","feats.oracle.gifted-power.options.gifted-power.name":"Gifted Power slot (highest rank)","feats.oracle.spiritual-sense.name":"Spiritual Sense","feats.oracle.spiritual-sense.description":"While exploring (even when not Searching) the GM rolls secret checks for you to notice haunts, spirits, ethereal creatures and beings of spiritual essence, even inside solid objects within 30 feet; one you notice is hidden to you instead of undetected.","feats.oracle.debilitating-dichotomy.name":"Debilitating Dichotomy","feats.oracle.debilitating-dichotomy.description":"Two actions. You and a creature within 30 feet each take 9d6 mental damage (basic Will save); it's stunned 1 on a critical failure, and your save is one degree better than you rolled. The damage increases by 3d6 at 10th level and every 2 levels after.","feats.oracle.debilitating-dichotomy.actions.debilitating-dichotomy.name":"Debilitating Dichotomy","feats.oracle.debilitating-dichotomy.actions.debilitating-dichotomy.participants.target.name":"Target","feats.oracle.debilitating-dichotomy.actions.debilitating-dichotomy.results.used.name":"Dichotomy revealed","feats.oracle.read-disaster.name":"Read Disaster","feats.oracle.read-disaster.description":"Exploration. Over 10 minutes (1 minute if legendary in Religion) you gain an augury's effects about dangers only: good becomes nothing, mixed becomes bad.","feats.oracle.surging-might.name":"Surging Might","feats.oracle.surging-might.description":"One action, spellshape. If your next action is to Cast a Spell, its damage ignores spirit, vitality and void resistance up to your level (all its damage, persistent too), but not immunity.","feats.oracle.water-walker.name":"Water Walker","feats.oracle.water-walker.description":"While cursebound 1 you can Stride across liquids if you end on solid footing; at cursebound 2 or more you gain water walk's effects.","feats.oracle.roll-the-bones-of-fate.name":"Roll the Bones of Fate","feats.oracle.roll-the-bones-of-fate.description":"One action, once per 10 minutes. Roll 1d4; a new roll ends the last one's effects. **1 Good** You or an ally within 30 feet rolls the next attack roll or skill check twice, taking the higher. **2 Bad** A creature within 30 feet saves (Will against your spell DC) or rolls its next attack roll or skill check twice, taking the lower. **3 Mixed** Both. **4 Cursed** Everyone within 30 feet rolls its next attack roll or skill check twice: the lower if the highest die is odd, the higher if even.","feats.oracle.roll-the-bones-of-fate.prerequisites.mystery":"Bones or Lore mystery","feats.oracle.roll-the-bones-of-fate.actions.roll-the-bones-of-fate.name":"Roll the Bones of Fate","feats.oracle.roll-the-bones-of-fate.actions.roll-the-bones-of-fate.results.used.name":"Bones cast","feats.oracle.the-dead-walk.name":"The Dead Walk","feats.oracle.the-dead-walk.description":"Two actions. Two ghostly warriors appear within 30 feet (three if cursebound 2, four if cursebound 3) and each Strikes an adjacent enemy with your spell attack modifier for 4d6 spirit damage; they flank, and vanish at the start of your next turn.","feats.oracle.the-dead-walk.prerequisites.mystery":"Ancestors or Battle mystery","feats.oracle.the-dead-walk.actions.the-dead-walk.name":"The Dead Walk","feats.oracle.the-dead-walk.actions.the-dead-walk.results.used.name":"Warriors summoned","feats.oracle.trial-by-skyfire.name":"Trial by Skyfire","feats.oracle.trial-by-skyfire.description":"One action. For 1 minute blazing bolts rain in a 10-foot emanation around you (you included), 2d6 fire damage to each creature at the end of your turns (basic Reflex save). Sustain to suppress it a round; unconsciousness suppresses it. At cursebound 3 or 4 it grows to 15 feet and 4d6.","feats.oracle.trial-by-skyfire.prerequisites.mystery":"Cosmos or Flames mystery","feats.oracle.trial-by-skyfire.actions.trial-by-skyfire.name":"Trial by Skyfire","feats.oracle.trial-by-skyfire.actions.trial-by-skyfire.results.used.name":"Skyfire falls","feats.oracle.waters-of-creation.name":"Waters of Creation","feats.oracle.waters-of-creation.description":"Two actions. Creatures in a 15-foot emanation regain 5d6 Hit Points (1d6 more at 12th level and every 2 levels after; d8s instead if you're cursebound 3).","feats.oracle.waters-of-creation.prerequisites.mystery":"Life or Tempest mystery","feats.oracle.waters-of-creation.actions.waters-of-creation.name":"Waters of Creation","feats.oracle.waters-of-creation.actions.waters-of-creation.participants.ally.name":"Creatures in the area","feats.oracle.waters-of-creation.actions.waters-of-creation.results.used.name":"Waters flow","feats.oracle.domain-fluency.name":"Domain Fluency","feats.oracle.domain-fluency.description":"Choose a domain of your mystery whose initial domain spell you have: you gain its advanced domain spell as a revelation spell.","feats.oracle.domain-fluency.prerequisites.domain-acumen":"Domain Acumen","feats.oracle.epiphany-at-the-crossroads.name":"Epiphany at the Crossroads","feats.oracle.epiphany-at-the-crossroads.description":"Free action, once a day. Trigger: your turn begins while you're unconscious and dying. You gain an augury's vision, lose the dying condition (wounded as normal), regain twice your level in Hit Points and can Stand.","feats.oracle.epiphany-at-the-crossroads.actions.epiphany-at-the-crossroads.name":"Epiphany at the Crossroads","feats.oracle.epiphany-at-the-crossroads.actions.epiphany-at-the-crossroads.results.risen.name":"Risen","feats.oracle.greater-revelation.name":"Greater Revelation","feats.oracle.greater-revelation.description":"You learn your mystery's greater revelation spell.","feats.oracle.greater-revelation.prerequisites.mystery":"An initial revelation spell","feats.oracle.greater-revelation.choices.spell.prompt":"Greater revelation spell","feats.oracle.forestall-curse.name":"Forestall Curse","feats.oracle.forestall-curse.description":"Free action, once a day. If your next action is a cursebound ability, your cursebound value doesn't rise.","feats.oracle.lighter-than-air.name":"Lighter than Air","feats.oracle.lighter-than-air.description":"While cursebound you gain fly's effects, with a +10-foot status bonus to your fly Speed at cursebound 3 or more.","feats.oracle.lighter-than-air.prerequisites.water-walker":"Water Walker","feats.oracle.mysterious-repertoire.name":"Mysterious Repertoire","feats.oracle.mysterious-repertoire.description":"You can have one spell from another tradition in your repertoire, cast as a divine spell (one at a time).","feats.oracle.revelations-focus.name":"Revelation's Focus","feats.oracle.revelations-focus.description":"When you Refocus, you regain all your Focus Points.","feats.oracle.conduit-of-void-and-vitality.name":"Conduit of Void and Vitality","feats.oracle.conduit-of-void-and-vitality.description":"Two actions. Requirement: heal or harm is a signature spell and you have a slot for it. You cast a 3-action heal or harm, spending the slot; one creature it heals regains 1d8 more Hit Points per cursebound value, or one it harms takes that much more damage.","feats.oracle.conduit-of-void-and-vitality.actions.conduit-of-void-and-vitality.name":"Conduit of Void and Vitality","feats.oracle.conduit-of-void-and-vitality.actions.conduit-of-void-and-vitality.results.used.name":"Conduit opened","feats.oracle.diverse-mystery.name":"Diverse Mystery","feats.oracle.diverse-mystery.description":"Choose an initial or advanced revelation spell of another mystery. It's cursebound for you, and casting it adds that mystery's cursebound 1 effects to your own curse; you can't cast it if the curses conflict or it would have no effect.","feats.oracle.diverse-mystery.choices.spell.prompt":"Another mystery's revelation spell","feats.oracle.portentous-spell.name":"Portentous Spell","feats.oracle.portentous-spell.description":"One action, spellshape. If your next action is to Cast a Spell, reactions triggered by the casting take a -2 circumstance penalty to their attack rolls and skill checks, and creatures it hits or that fail its save are fascinated with you until the start of your next turn.","feats.oracle.blaze-of-revelation.name":"Blaze of Revelation","feats.oracle.blaze-of-revelation.description":"Free action. Requirement: you're cursebound 4. For 1 minute you overflow with divine power and can cast one revelation spell each turn without spending Focus Points. Then those spells end and you attempt a DC 40 Fortitude save. **Critical Success** No effect. **Success** Drained 2 until your next preparations. **Failure** Drained 4 until then. **Critical Failure** You die.","feats.oracle.blaze-of-revelation.actions.blaze-of-revelation.name":"Blaze of Revelation","feats.oracle.blaze-of-revelation.actions.blaze-of-revelation.results.blazing.name":"Blazing","feats.oracle.divine-effusion.name":"Divine Effusion","feats.oracle.divine-effusion.description":"Twice a day you can cast a spell after running out of slots of its rank; the two must be of different ranks.","feats.oracle.mystery-conduit.name":"Mystery Conduit","feats.oracle.mystery-conduit.description":"Free action, spellshape. If your next action is to Cast a Spell of 5th rank or lower with no duration, you don't spend a slot.","feats.oracle.mystery-conduit.actions.mystery-conduit.name":"Mystery Conduit","feats.oracle.mystery-conduit.actions.mystery-conduit.results.used.name":"Conduit opened","feats.oracle.oracular-providence.name":"Oracular Providence","feats.oracle.oracular-providence.description":"You gain one more 10th-rank spell slot.","feats.oracle.oracular-providence.prerequisites.clarity":"Oracular clarity","feats.oracle.paradoxical-mystery.name":"Paradoxical Mystery","feats.oracle.paradoxical-mystery.description":"During daily preparations, choose a basic or advanced domain spell of a domain you have access to, or an initial or advanced revelation spell of another mystery: you have it as a revelation spell until your next preparations.","feats.oracle.paradoxical-mystery.prerequisites.greater-revelation":"Greater Revelation","feats.ranger.animal-empathy-ranger.name":"Animal Empathy (Ranger)","feats.ranger.animal-empathy-ranger.description":"You can use Diplomacy to Make an Impression on animals and make very simple Requests of them; wild animals usually give you time to try.","feats.ranger.mature-animal-companion-ranger.name":"Mature Animal Companion (Ranger)","feats.ranger.mature-animal-companion-ranger.description":"Your animal companion becomes mature, and each round it can Stride or Strike once on your turn without a command (then it can't be Commanded that round).","feats.ranger.mature-animal-companion-ranger.prerequisites.animal-companion":"Animal Companion","feats.ranger.deadly-aim.name":"Deadly Aim","feats.ranger.deadly-aim.description":"One action, flourish. Make a ranged Strike against your hunted prey at -2, with a +4 circumstance bonus to damage (+6 at 11th level, +8 at 15th).","feats.ranger.deadly-aim.prerequisites.specialization":"Weapon specialization","feats.ranger.deadly-aim.actions.deadly-aim.name":"Deadly Aim","feats.ranger.deadly-aim.actions.deadly-aim.steps.weapon.prompt":"Choose a ranged weapon","feats.ranger.hazard-finder.name":"Hazard Finder","feats.ranger.hazard-finder.description":"You gain a +1 circumstance bonus to Perception to find traps and hazards, to AC against their attacks and to saves against their effects, and find hazards that need Searching even when you aren't.","feats.ranger.terrain-master.name":"Terrain Master","feats.ranger.terrain-master.description":"An hour of practice makes your current natural terrain your favored terrain until you spend a full day out of it.","feats.ranger.terrain-master.prerequisites.survival":"Master in Survival","feats.ranger.terrain-master.prerequisites.favored-terrain":"Favored Terrain","feats.ranger.wardens-boon.name":"Warden's Boon","feats.ranger.wardens-boon.description":"One action (auditory or visual). An ally gains your Hunt Prey and hunter's edge benefits against your prey until the end of its next turn.","feats.ranger.camouflage.name":"Camouflage","feats.ranger.camouflage.description":"In natural terrain you can Hide and Sneak without cover or concealment.","feats.ranger.camouflage.prerequisites.stealth":"Master in Stealth","feats.ranger.incredible-companion-ranger.name":"Incredible Companion (Ranger)","feats.ranger.incredible-companion-ranger.description":"Your animal companion becomes nimble or savage (your choice).","feats.ranger.incredible-companion-ranger.prerequisites.mature-animal-companion-ranger":"Mature Animal Companion (Ranger)","feats.ranger.master-monster-hunter.name":"Master Monster Hunter","feats.ranger.master-monster-hunter.description":"You can Recall Knowledge with Nature to identify any creature, and gain Monster Hunter's (and Monster Warden's) benefits on a success, not only a critical success.","feats.ranger.master-monster-hunter.prerequisites.nature":"Master in Nature","feats.ranger.master-monster-hunter.prerequisites.monster-hunter":"Monster Hunter","feats.ranger.peerless-warden.description":"You gain a peerless warden spell (Hunter's Vision, Terrain Transposition) or a lower-tier one, and a Focus Point. You can take this feat more than once, choosing a different spell.","feats.ranger.peerless-warden.choices.spell.prompt":"Warden spell","feats.ranger.peerless-warden.choices.spell.options.gravity-weapon.name":"Gravity Weapon","feats.ranger.peerless-warden.choices.spell.options.heal-companion.name":"Heal Companion","feats.ranger.peerless-warden.choices.spell.options.magic-hide.name":"Magic Hide","feats.ranger.peerless-warden.choices.spell.options.animal-feature.name":"Animal Feature","feats.ranger.peerless-warden.choices.spell.options.enlarge-companion.name":"Enlarge Companion","feats.ranger.peerless-warden.choices.spell.options.hunters-luck.name":"Hunter's Luck","feats.ranger.peerless-warden.choices.spell.options.soothing-mist.name":"Soothing Mist","feats.ranger.peerless-warden.choices.spell.options.ephemeral-tracking.name":"Ephemeral Tracking","feats.ranger.peerless-warden.choices.spell.options.rangers-bramble.name":"Ranger's Bramble","feats.ranger.peerless-warden.choices.spell.options.hunters-vision.name":"Hunter's Vision","feats.ranger.peerless-warden.choices.spell.options.terrain-transposition.name":"Terrain Transposition","feats.ranger.peerless-warden.name":"Peerless Warden","feats.ranger.peerless-warden.prerequisites.initiate-warden":"Initiate Warden","feats.ranger.penetrating-shot.name":"Penetrating Shot","feats.ranger.penetrating-shot.description":"Two actions. Requirement: a ranged weapon. One ranged Strike against both a creature giving your prey lesser cover and your prey (ignoring that cover), damage rolled once; it counts as two attacks for your penalty.","feats.ranger.wardens-step.name":"Warden's Step","feats.ranger.wardens-step.description":"When you Avoid Notice in natural terrain, any number of your allies gain its benefits too.","feats.ranger.wardens-step.prerequisites.stealth":"Master in Stealth","feats.ranger.distracting-shot.name":"Distracting Shot","feats.ranger.distracting-shot.description":"A critical hit on your prey with a ranged weapon, or two ranged hits on it in one turn, makes it off-guard until the start of your next turn.","feats.ranger.double-prey.name":"Double Prey","feats.ranger.double-prey.description":"Hunt Prey can designate two creatures as your prey.","feats.ranger.second-sting.name":"Second Sting","feats.ranger.second-sting.description":"One action, press. Requirement: a melee weapon in each hand. Strike your prey with one. **Failure** You deal the other weapon's damage on a hit without any damage dice.","feats.ranger.side-by-side-ranger.name":"Side by Side (Ranger)","feats.ranger.side-by-side-ranger.description":"You and your animal companion flank a foe you are both adjacent to, wherever you stand.","feats.ranger.side-by-side-ranger.prerequisites.companion":"An animal companion","feats.ranger.wardens-focus.name":"Warden's Focus","feats.ranger.wardens-focus.description":"When you Refocus, you regain all your Focus Points.","feats.ranger.wardens-focus.prerequisites.warden":"Warden spells","feats.ranger.shared-prey.name":"Shared Prey","feats.ranger.shared-prey.description":"When Hunt Prey picks a single prey, an ally gains its benefits and your hunter's edge too, until you Hunt Prey again.","feats.ranger.shared-prey.prerequisites.double-prey":"Double Prey","feats.ranger.shared-prey.prerequisites.wardens-boon":"Warden's Boon","feats.ranger.stealthy-companion.name":"Stealthy Companion","feats.ranger.stealthy-companion.description":"Your companion gains Camouflage's benefit; an ambusher companion's Stealth rank rises to master (legendary if master).","feats.ranger.stealthy-companion.prerequisites.animal-companion":"Animal Companion","feats.ranger.stealthy-companion.prerequisites.camouflage":"Camouflage","feats.ranger.wardens-guidance.name":"Warden's Guidance","feats.ranger.wardens-guidance.description":"While you observe your prey, allies who can perceive you and fail or critically fail to Seek it succeed instead.","feats.ranger.greater-distracting-shot.name":"Greater Distracting Shot","feats.ranger.greater-distracting-shot.description":"A ranged hit on your prey makes it off-guard until the start of your next turn; a critical hit or two hits in a turn, until the end of your next turn.","feats.ranger.greater-distracting-shot.prerequisites.distracting-shot":"Distracting Shot","feats.ranger.improved-twin-riposte-ranger.name":"Improved Twin Riposte (Ranger)","feats.ranger.improved-twin-riposte-ranger.description":"You can Twin Riposte without Twin Parry (with a melee weapon in each hand), and gain an extra reaction each turn usable only for it.","feats.ranger.improved-twin-riposte-ranger.prerequisites.twin-riposte":"Twin Riposte","feats.ranger.legendary-monster-hunter.name":"Legendary Monster Hunter","feats.ranger.legendary-monster-hunter.description":"Monster Hunter's (and Monster Warden's) bonus becomes +2 for you and the allies who gain it.","feats.ranger.legendary-monster-hunter.prerequisites.nature":"Legendary in Nature","feats.ranger.legendary-monster-hunter.prerequisites.master-monster-hunter":"Master Monster Hunter","feats.ranger.specialized-companion-ranger.name":"Specialized Companion (Ranger)","feats.ranger.specialized-companion-ranger.description":"Your animal companion gains a specialization of your choice.","feats.ranger.specialized-companion-ranger.prerequisites.incredible-companion-ranger":"Incredible Companion (Ranger)","feats.ranger.wardens-reload.name":"Warden’s Reload","feats.ranger.wardens-reload.description":"Free action, once per round. Requirement: your last action cast a warden spell. Interact to reload a weapon you wield.","feats.ranger.impossible-flurry.name":"Impossible Flurry","feats.ranger.impossible-flurry.description":"Three actions, flourish. Requirement: a melee weapon in each hand. Make three melee Strikes with each: each weapon's first at your second-attack penalty, the rest at the maximum penalty.","feats.ranger.manifold-edge.name":"Manifold Edge","feats.ranger.manifold-edge.description":"When you Hunt Prey you can use a different hunter's edge than your own, without masterful hunter's extra benefit.","feats.ranger.manifold-edge.prerequisites.masterful":"Hunter's edge, masterful hunter","feats.ranger.masterful-companion.name":"Masterful Companion","feats.ranger.masterful-companion.description":"When you Hunt Prey, your companion gains your edge's masterful hunter benefit instead of only the edge.","feats.ranger.masterful-companion.prerequisites.masterful":"Masterful hunter","feats.ranger.masterful-companion.prerequisites.animal-companion":"Animal Companion","feats.ranger.perfect-shot.name":"Perfect Shot","feats.ranger.perfect-shot.description":"Three actions, flourish. Requirement: a loaded ranged weapon with reload 1 or more, not reloaded since your last turn. Make a ranged Strike against your prey; a hit deals maximum damage. Then your turn ends.","feats.ranger.perfect-shot.actions.perfect-shot.name":"Perfect Shot","feats.ranger.perfect-shot.actions.perfect-shot.steps.weapon.prompt":"Choose a ranged weapon","feats.ranger.shadow-hunter.name":"Shadow Hunter","feats.ranger.shadow-hunter.description":"In natural terrain you can be concealed from every foe but your prey.","feats.ranger.shadow-hunter.prerequisites.camouflage":"Camouflage","feats.ranger.legendary-shot.name":"Legendary Shot","feats.ranger.legendary-shot.description":"With a ranged weapon you are a master in, you ignore the penalty for attacking your prey up to five range increments away.","feats.ranger.legendary-shot.prerequisites.perception":"Legendary in Perception","feats.ranger.legendary-shot.prerequisites.far-shot":"Far Shot","feats.ranger.to-the-ends-of-the-earth.name":"To the Ends of the Earth","feats.ranger.to-the-ends-of-the-earth.description":"When you Hunt Prey on a creature within 100 feet you always know where it is while it's your prey; across teleportation or planes too if you're legendary in Nature (gaining the detection and primal traits).","feats.ranger.to-the-ends-of-the-earth.prerequisites.survival":"Legendary in Survival","feats.ranger.triple-threat.name":"Triple Threat","feats.ranger.triple-threat.description":"Hunt Prey can designate three prey, two prey and share with an ally, or one prey and share with two allies.","feats.ranger.triple-threat.prerequisites.shared-prey":"Shared Prey","feats.ranger.ultimate-skirmisher.name":"Ultimate Skirmisher","feats.ranger.ultimate-skirmisher.description":"You ignore difficult, greater difficult and hazardous terrain, and don't trigger traps and hazards triggered by moving into an area unless you want to.","feats.ranger.ultimate-skirmisher.prerequisites.journey":"Unimpeded journey","tags.strike.deadly-aim.name":"Deadly aim","classes.ranger.choices.class-feat.prompt":"Ranger feat (level {slot})","classes.ranger.choices.hunters-edge.prompt":"Hunter's edge","classes.ranger.choices.key-attribute.options.dex.name":"Dexterity","classes.ranger.choices.key-attribute.options.str.name":"Strength","classes.ranger.choices.key-attribute.prompt":"Key attribute","classes.ranger.choices.skill-feat.prompt":"Skill feat (level {slot})","classes.ranger.choices.skills.prompt":"Trained skills (4 plus Intelligence)","classes.ranger.description":"A hunter who tracks down and brings down chosen prey. Key attribute: Strength or Dexterity. 10 Hit Points plus Constitution per level. Expert in Perception, Fortitude and Reflex; trained in Will, simple and martial weapons, unarmed attacks, light and medium armor, unarmored defense and the ranger class DC. Trained in Nature, Survival and 4 more skills plus Intelligence.","classes.ranger.edges.flurry.description":"Your multiple attack penalty for attacks against your hunted prey is –3 (–2 with an agile weapon) on your second attack of the turn and –6 (–4 with an agile weapon) on later ones. At 17th level, with a weapon you are master in, it is –2 and –4 (–1 and –2 with an agile weapon).","classes.ranger.edges.flurry.name":"Flurry","classes.ranger.edges.outwit.description":"You gain a +2 circumstance bonus to Deception, Intimidation and Stealth checks against your hunted prey and to checks to Recall Knowledge about it, and a +1 circumstance bonus to AC against its attacks. At 17th level, the skill bonus is +4 in skills you are master in, and the AC bonus is +2 if you are master in your armor.","classes.ranger.edges.outwit.name":"Outwit","classes.ranger.edges.precision.description":"The first time you hit your hunted prey in a round, you deal 1d8 extra precision damage (2d8 at 11th level, 3d8 at 19th). At 17th level your second hit in a round deals 1d8; at 19th, the second deals 2d8 and the third 1d8.","classes.ranger.edges.precision.name":"Precision","classes.ranger.greater-natural-reflexes.description":"Your Reflex proficiency becomes legendary. A critical failure on a Reflex save is a failure, and a failed Reflex save against a damaging effect deals half damage.","classes.ranger.greater-natural-reflexes.name":"Greater Natural Reflexes","classes.ranger.greater-weapon-specialization.description":"Weapon specialization damage becomes 4 at expert, 6 at master and 8 at legendary.","classes.ranger.greater-weapon-specialization.name":"Greater Weapon Specialization","classes.ranger.hunt-prey.actions.hunt-prey.name":"Hunt Prey","classes.ranger.hunt-prey.actions.hunt-prey.results.hunting.name":"Hunting","classes.ranger.hunt-prey.description":"One action (concentrate). Designate a creature you can see or hear, or are tracking, as your prey. You gain a +2 circumstance bonus to Perception checks to Seek it and to Survival checks to Track it, and you ignore the penalty for making ranged attacks against it within your second range increment. You have one prey at a time; it lasts until your next daily preparations.","classes.ranger.hunt-prey.name":"Hunt Prey","classes.ranger.martial-weapon-mastery.description":"Master in simple and martial weapons and unarmed attacks.","classes.ranger.martial-weapon-mastery.name":"Martial Weapon Mastery","classes.ranger.masterful-hunter.description":"Your ranger class DC proficiency becomes master. With a ranged weapon you are master in, you ignore the penalties for your hunted prey being in your second or third range increment. Your bonus to Seek your prey becomes +4 if you are master in Perception, and to Track it +4 if you are master in Survival. Your hunter's edge improves.","classes.ranger.masterful-hunter.name":"Masterful Hunter","classes.ranger.medium-armor-expertise.description":"Expert in light and medium armor and unarmored defense.","classes.ranger.medium-armor-expertise.name":"Medium Armor Expertise","classes.ranger.medium-armor-mastery.description":"Master in light and medium armor and unarmored defense.","classes.ranger.medium-armor-mastery.name":"Medium Armor Mastery","classes.ranger.name":"Ranger","classes.ranger.natural-reflexes.description":"Your Reflex proficiency becomes master. A success on a Reflex save is a critical success.","classes.ranger.natural-reflexes.name":"Natural Reflexes","classes.ranger.natures-edge.description":"Enemies in difficult terrain are off-guard to you.","classes.ranger.natures-edge.name":"Nature's Edge","classes.ranger.perception-legend.description":"Your Perception proficiency becomes legendary.","classes.ranger.perception-legend.name":"Perception Legend","classes.ranger.perception-mastery.description":"Your Perception proficiency becomes master.","classes.ranger.perception-mastery.name":"Perception Mastery","classes.ranger.ranger-expertise.description":"Your ranger class DC proficiency becomes expert.","classes.ranger.ranger-expertise.name":"Ranger Expertise","classes.ranger.ranger-weapon-expertise.description":"Expert in simple and martial weapons and unarmed attacks. You apply critical specialization effects of these weapons when attacking your hunted prey.","classes.ranger.ranger-weapon-expertise.name":"Ranger Weapon Expertise","classes.ranger.swift-prey.description":"Hunt Prey is a free action if it is your first action of the turn.","classes.ranger.swift-prey.name":"Swift Prey","classes.ranger.trackless-journey.description":"In natural terrain, you always gain the benefits of Cover Tracks, without moving at half Speed.","classes.ranger.trackless-journey.name":"Trackless Journey","classes.ranger.unimpeded-journey.description":"You ignore difficult terrain, and treat greater difficult terrain as difficult terrain.","classes.ranger.unimpeded-journey.name":"Unimpeded Journey","classes.ranger.wardens-endurance.description":"Your Fortitude proficiency becomes master. A success on a Fortitude save is a critical success.","classes.ranger.wardens-endurance.name":"Warden's Endurance","classes.ranger.weapon-specialization.description":"2 extra damage with weapons and unarmed attacks you are expert in, 3 at master and 4 at legendary.","classes.ranger.weapon-specialization.name":"Weapon Specialization","classes.ranger.will-expertise.description":"Your Will proficiency becomes expert.","classes.ranger.will-expertise.name":"Will Expertise","feats.ranger.additional-recollection.description":"Free action. Trigger: you succeed at Recall Knowledge about your hunted prey. You immediately Recall Knowledge about a different creature you can perceive.","feats.ranger.additional-recollection.name":"Additional Recollection","feats.ranger.advanced-warden.description":"You gain an advanced warden spell (Animal Feature, Enlarge Companion, Hunter's Luck, Soothing Mist) or a lower-tier one, and a Focus Point. You can take this feat more than once, choosing a different spell.","feats.ranger.advanced-warden.choices.spell.prompt":"Warden spell","feats.ranger.advanced-warden.choices.spell.options.gravity-weapon.name":"Gravity Weapon","feats.ranger.advanced-warden.choices.spell.options.heal-companion.name":"Heal Companion","feats.ranger.advanced-warden.choices.spell.options.magic-hide.name":"Magic Hide","feats.ranger.advanced-warden.choices.spell.options.animal-feature.name":"Animal Feature","feats.ranger.advanced-warden.choices.spell.options.enlarge-companion.name":"Enlarge Companion","feats.ranger.advanced-warden.choices.spell.options.hunters-luck.name":"Hunter's Luck","feats.ranger.advanced-warden.choices.spell.options.soothing-mist.name":"Soothing Mist","feats.ranger.advanced-warden.name":"Advanced Warden","feats.ranger.advanced-warden.prerequisites.initiate-warden":"Initiate Warden","feats.ranger.animal-companion.description":"You gain a young animal companion. When you Hunt Prey, it gains the benefits of Hunt Prey and of your hunter's edge.","feats.ranger.animal-companion.name":"Animal Companion","feats.ranger.animal-empathy.description":"You can use Diplomacy to Make an Impression on animals and to make very simple Requests of them.","feats.ranger.animal-empathy.name":"Animal Empathy","feats.ranger.companions-cry.description":"You can spend two actions to Command an Animal; your animal companion then gains an extra action.","feats.ranger.companions-cry.name":"Companion's Cry","feats.ranger.companions-cry.prerequisites.animal-companion":"An animal companion","feats.ranger.crossbow-ace.description":"Requirement: you wield a crossbow with reload 1 or more. Create a Diversion or Take Cover, then Interact to reload.","feats.ranger.crossbow-ace.name":"Crossbow Ace","feats.ranger.disrupt-prey.actions.disrupt-prey.name":"Disrupt Prey","feats.ranger.disrupt-prey.actions.disrupt-prey.steps.weapon.prompt":"Choose a melee weapon","feats.ranger.disrupt-prey.description":"Reaction. Trigger: your hunted prey within your reach uses a manipulate or move action, or leaves a square during a move action. Make a melee Strike against it. On a critical hit, you disrupt the triggering action.","feats.ranger.disrupt-prey.name":"Disrupt Prey","feats.ranger.far-shot.description":"The range increments of your ranged weapons are doubled.","feats.ranger.far-shot.name":"Far Shot","feats.ranger.favored-prey.choices.prey.options.animals.name":"Animals","feats.ranger.favored-prey.choices.prey.options.beasts.name":"Beasts","feats.ranger.favored-prey.choices.prey.options.dragons.name":"Dragons","feats.ranger.favored-prey.choices.prey.options.fungi-and-plants.name":"Fungi and plants","feats.ranger.favored-prey.choices.prey.prompt":"Favored prey","feats.ranger.favored-prey.description":"Choose animals, beasts, dragons, or fungi and plants. When you roll initiative and can see an enemy of that kind, you can Hunt Prey on it as a free action, even if you haven't identified it.","feats.ranger.favored-prey.name":"Favored Prey","feats.ranger.favored-terrain.choices.terrain.options.aquatic.name":"Aquatic","feats.ranger.favored-terrain.choices.terrain.options.arctic.name":"Arctic","feats.ranger.favored-terrain.choices.terrain.options.desert.name":"Desert","feats.ranger.favored-terrain.choices.terrain.options.forest.name":"Forest","feats.ranger.favored-terrain.choices.terrain.options.mountain.name":"Mountain","feats.ranger.favored-terrain.choices.terrain.options.plains.name":"Plains","feats.ranger.favored-terrain.choices.terrain.options.sky.name":"Sky","feats.ranger.favored-terrain.choices.terrain.options.swamp.name":"Swamp","feats.ranger.favored-terrain.choices.terrain.options.underground.name":"Underground","feats.ranger.favored-terrain.choices.terrain.prompt":"Favored terrain","feats.ranger.favored-terrain.description":"Choose aquatic, arctic, desert, forest, mountain, plains, sky, swamp or underground. In that terrain you ignore non-magical difficult terrain. With Unimpeded Journey you gain a further benefit there.","feats.ranger.favored-terrain.name":"Favored Terrain","feats.ranger.hunted-shot.actions.hunted-shot.name":"Hunted Shot","feats.ranger.hunted-shot.actions.hunted-shot.steps.first.prompt":"Choose a ranged weapon","feats.ranger.hunted-shot.actions.hunted-shot.steps.second.prompt":"Choose the same weapon for the second Strike","feats.ranger.hunted-shot.description":"Flourish. Requirement: a ranged weapon with reload 0. Make two Strikes against your hunted prey with it. If both hit, combine their damage for resistances and weaknesses. Both count toward your multiple attack penalty.","feats.ranger.hunted-shot.name":"Hunted Shot","feats.ranger.hunters-aim.actions.hunters-aim.name":"Hunter's Aim","feats.ranger.hunters-aim.actions.hunters-aim.steps.weapon.prompt":"Choose a ranged weapon","feats.ranger.hunters-aim.description":"Two actions (concentrate). Make a ranged Strike against your hunted prey with a +2 circumstance bonus to the attack roll, ignoring its concealed condition and lesser cover.","feats.ranger.hunters-aim.name":"Hunter's Aim","feats.ranger.initiate-warden.description":"You gain an initial warden spell (Gravity Weapon, Heal Companion or Magic Hide) and a Focus Point. You can take this feat more than once, choosing a different spell.","feats.ranger.initiate-warden.choices.spell.prompt":"Warden spell","feats.ranger.initiate-warden.choices.spell.options.gravity-weapon.name":"Gravity Weapon","feats.ranger.initiate-warden.choices.spell.options.heal-companion.name":"Heal Companion","feats.ranger.initiate-warden.choices.spell.options.magic-hide.name":"Magic Hide","feats.ranger.initiate-warden.name":"Initiate Warden","feats.ranger.masterful-warden.description":"You gain a master warden spell (Ephemeral Tracking, Ranger's Bramble) or a lower-tier one, and a Focus Point. You can take this feat more than once, choosing a different spell.","feats.ranger.masterful-warden.choices.spell.prompt":"Warden spell","feats.ranger.masterful-warden.choices.spell.options.gravity-weapon.name":"Gravity Weapon","feats.ranger.masterful-warden.choices.spell.options.heal-companion.name":"Heal Companion","feats.ranger.masterful-warden.choices.spell.options.magic-hide.name":"Magic Hide","feats.ranger.masterful-warden.choices.spell.options.animal-feature.name":"Animal Feature","feats.ranger.masterful-warden.choices.spell.options.enlarge-companion.name":"Enlarge Companion","feats.ranger.masterful-warden.choices.spell.options.hunters-luck.name":"Hunter's Luck","feats.ranger.masterful-warden.choices.spell.options.soothing-mist.name":"Soothing Mist","feats.ranger.masterful-warden.choices.spell.options.ephemeral-tracking.name":"Ephemeral Tracking","feats.ranger.masterful-warden.choices.spell.options.rangers-bramble.name":"Ranger's Bramble","feats.ranger.masterful-warden.name":"Masterful Warden","feats.ranger.masterful-warden.prerequisites.initiate-warden":"Initiate Warden","feats.ranger.mature-animal-companion.description":"Your animal companion becomes mature. If you don't Command it, it can still take one action on your turn to Stride or Strike.","feats.ranger.mature-animal-companion.name":"Mature Animal Companion","feats.ranger.mature-animal-companion.prerequisites.animal-companion":"Animal Companion","feats.ranger.monster-hunter.description":"As part of Hunt Prey, you can Recall Knowledge about your prey. On a critical success, you and allies you tell gain a +1 circumstance bonus to your next attack roll against it (once a day per creature).","feats.ranger.monster-hunter.name":"Monster Hunter","feats.ranger.monster-warden.description":"Anyone who gains Monster Hunter's bonus also gains a +2 circumstance bonus to AC against that creature's next attack or to their next save against its effects, whichever comes first.","feats.ranger.monster-warden.name":"Monster Warden","feats.ranger.monster-warden.prerequisites.monster-hunter":"Monster Hunter","feats.ranger.quick-draw.actions.quick-draw.name":"Quick Draw","feats.ranger.quick-draw.actions.quick-draw.steps.weapon.prompt":"Choose a weapon to draw","feats.ranger.quick-draw.description":"Interact to draw a weapon, then Strike with it.","feats.ranger.quick-draw.name":"Quick Draw","feats.ranger.running-reload.description":"Stride, Step or Sneak, then Interact to reload.","feats.ranger.running-reload.name":"Running Reload","feats.ranger.scouts-warning.description":"Free action. Trigger: you are about to roll Perception or Survival for initiative. Your allies gain a +1 circumstance bonus to their initiative rolls, or +2 if you were Scouting.","feats.ranger.scouts-warning.name":"Scout's Warning","feats.ranger.skirmish-strike.actions.skirmish-strike.name":"Skirmish Strike","feats.ranger.skirmish-strike.actions.skirmish-strike.steps.weapon.prompt":"Choose a weapon","feats.ranger.skirmish-strike.description":"Flourish. Step and then Strike, or Strike and then Step.","feats.ranger.skirmish-strike.name":"Skirmish Strike","feats.ranger.snap-shot.description":"A reaction that would let you make a melee Strike can instead let you make a ranged Strike against an adjacent creature; your ranged weapon counts as having 5-foot reach for its trigger.","feats.ranger.snap-shot.name":"Snap Shot","feats.ranger.swift-tracker.description":"You Track at your full Speed. At master Survival you don't roll every hour; at legendary you can do another exploration activity while Tracking. If you roll Survival for initiative while tracking your prey, you can Stride toward it as a free action at the start of your first turn.","feats.ranger.swift-tracker.prerequisites.survival":"Expert in Survival","feats.ranger.swift-tracker.prerequisites.experienced-tracker":"Experienced Tracker","feats.ranger.swift-tracker.name":"Swift Tracker","feats.ranger.twin-parry.actions.twin-parry.name":"Twin Parry","feats.ranger.twin-parry.description":"Requirement: a melee weapon in each hand. You gain a +1 circumstance bonus to AC until the start of your next turn, or +2 if either weapon has the parry trait.","feats.ranger.twin-parry.name":"Twin Parry","feats.ranger.twin-takedown.actions.twin-takedown.name":"Twin Takedown","feats.ranger.twin-takedown.actions.twin-takedown.steps.first.prompt":"First Strike: choose a melee weapon","feats.ranger.twin-takedown.actions.twin-takedown.steps.second.prompt":"Second Strike: choose your other melee weapon","feats.ranger.twin-takedown.description":"Flourish. Requirement: a melee weapon in each hand. Make two Strikes against your hunted prey, one with each weapon. If both hit, combine their damage for resistances and weaknesses. Both count toward your multiple attack penalty.","feats.ranger.twin-takedown.name":"Twin Takedown","fields.prey.hits.name":"Hits on your prey this turn","fields.prey.target.name":"Hunted prey","fields.twinParry.active.name":"Twin Parry","situational.huntedPrey.name":"Against your hunted prey","rituals.astral-projection.name":"Astral Projection","rituals.astral-projection.texts.cost":"a gem worth the target's level (minimum 1) × 5 gp for each target","rituals.astral-projection.texts.secondaryChecks":"Arcana or Occultism (the one the primary check doesn't use), Survival","rituals.astral-projection.description":"You and up to five willing casters, in a circle, project your spirits into the Astral Plane, leaving your bodies unconscious in stasis. Each astral form carries copies of the target's gear (what happens to a copy happens to the item). Any target can Dismiss its form to return; you can return everyone at once. A silver cord links each form to its body: if it's severed, both die. A target whose astral form is slain returns and attempts a Fortitude save against the primary check's DC: it dies on a failure, and on a success is clumsy 2, drained 2, doomed 2 and enfeebled 2 for 1 week, which nothing removes.","rituals.clone.name":"Clone","rituals.clone.texts.cost":"rare laboratory supplies worth the target's level (minimum 1) × 100 gp","rituals.clone.texts.secondaryChecks":"Arcana, Medicine, Occultism","rituals.clone.description":"From samples of a willing living creature of up to 20th level, you grow a duplicate body in an expanded alchemist's lab over 2d4 months. When the original dies, its soul enters the clone if it's free and willing (and fate allows).\n\n**Critical Success** The soul arrives clumsy 1, drained 1, doomed 1 and enfeebled 1 for 1 week, which nothing removes.\n\n**Success** As critical success, but each value is 2.\n\n**Failure** No clone forms.\n\n**Critical Failure** The clone seems fine, but it houses something malevolent instead of the soul.","rituals.fantastic-facade.name":"Fantastic Facade","rituals.fantastic-facade.texts.cost":"mystical paint, veils and powdered minerals worth 20,000 gp","rituals.fantastic-facade.texts.secondaryChecks":"Deception; Society or Survival; Stealth","rituals.fantastic-facade.description":"You cloak a settlement up to a 1-mile radius around you in permanent, harmless illusions of your design: buildings, terrain and creatures can look, sound and smell as you choose, with simple repeating programs, and residents can be disguised as by a 3rd-rank illusory disguise. A creature interacting with it in a revealing way can try to disbelieve.\n\n**Critical Success** As success, and you can spend a day to reprogram it.\n\n**Success** You create the facade.\n\n**Failure** Nothing happens.\n\n**Critical Failure** Uncontrolled illusions (shifting colors, bad smells, skeletal-looking creatures) last a month.\n\n**Heightened (10th)** Cost 100,000 gp; radius up to 5 miles.","rituals.fortifying-brew.name":"Fortifying Brew","rituals.fortifying-brew.texts.cost":"ingredients and brewing equipment worth 25 gp","rituals.fortifying-brew.texts.secondaryChecks":"Alcohol Lore (or a related Lore), Crafting, Society","rituals.fortifying-brew.description":"You brew a restorative drink for up to ten people, drunk over the ritual's last hour.\n\n**Critical Success** Each drinker benefits from 4th-rank cleanse affliction, clear mind and sound body (your primary check's modifier counteracts), and gains 20 temporary Hit Points and a +2 status bonus to saves against diseases and poisons for 12 hours.\n\n**Success** As critical success, but 10 temporary Hit Points and no bonus to saves.\n\n**Failure** A sour taste, nothing more.\n\n**Critical Failure** The drinkers become sickened 4 and can't reduce it for 12 hours.\n\n**Heightened (+1)** The temporary Hit Points increase by 2 (4 on a critical success).","rituals.gathering-call.name":"Gathering Call","rituals.gathering-call.texts.cost":"rare oils and powdered minerals worth 5,000 gp","rituals.gathering-call.texts.secondaryChecks":"Arcana or Occultism (the one the primary check doesn't use), Society","rituals.gathering-call.description":"You bind yourself and up to seven willing creatures of 14th level or lower to the place where you cast it, for 1 year. The primary check is secret.\n\n**Success** Any participant can Dismiss the ritual: each participant who chooses to returns to the spot where it stood during the casting, from anywhere on the same plane. The ritual then ends.\n\n**Failure** No connection forms, and you know it.\n\n**Critical Failure** The connection forms with a place on another plane, unbeknownst to you.\n\n**Heightened (+1)** Cost +5,000 gp, one more target, and the maximum level rises by 2.","rituals.heartbond.name":"Heartbond","rituals.heartbond.texts.cost":"beverages and matching tokens worth 20 gp per secondary caster","rituals.heartbond.texts.secondaryChecks":"Diplomacy, Society","rituals.heartbond.description":"You bind two or more willing creatures who share genuine affection (the secondary casters), each given a token they must wear; destroying a token breaks the bond.\n\n**Critical Success** Once a day, each bonded creature can use a 2-action activity to learn another's direction, distance and conditions, and each can cast message at will as a divine innate spell targeting only another participant.\n\n**Success** As critical success, without message.\n\n**Failure** Nothing happens.\n\n**Critical Failure** For 1 week, each secondary caster is clumsy 2 and stupefied 2 within 30 feet of another.\n\n**Heightened (6th)** Cost 300 gp per secondary caster; on a success they also gain 6th-rank telepathy with each other, permanently.","rituals.inveigle.name":"Inveigle","rituals.inveigle.texts.cost":"rare oils worth 10 gp × the target's level","rituals.inveigle.description":"A creature of up to twice the ritual's rank in level becomes helpful toward you for 1 year or until you Dismiss it, seeing your suggestions as reasonable; a request against its nature lets it attempt a Will save to end the effect. An unwilling target can attempt a Will save to negate it.\n\n**Critical Success** As success, and it takes a -4 status penalty to Will saves to end the effect.\n\n**Success** The ritual works.\n\n**Failure** Nothing happens.\n\n**Critical Failure** The target becomes hostile to you for the duration.\n\n**Heightened (6th)** With a piece of the creature's body, you can cast it on a creature up to 1 mile away; the cost is 100 gp, and it lasts 1 week (blood, hair) or 1 month (a hand or the like).","rituals.phantasmal-custodians.name":"Phantasmal Custodians","rituals.phantasmal-custodians.texts.cost":"rare oils, salts and herbs worth 15 gp","rituals.phantasmal-custodians.texts.secondaryChecks":"Arcana or Occultism (the one the primary check doesn't use), Diplomacy","rituals.phantasmal-custodians.description":"Phantasmal minions tend a 100-by-100-foot area, up to 20 feet high, for 1 year. You command one with a single action (concentrate) to perform a basic task, which it keeps doing until commanded again; they aren't summoned and need no concentration.\n\n**Critical Success** Six minions.\n\n**Success** Three minions.\n\n**Failure** None.\n\n**Critical Failure** Six hostile minions that attack you and your allies (your primary check's modifier to hit, 1d6 force damage) and break your belongings in the area.\n\n**Heightened (6th)** Destroyed minions reform the next morning; the cost is 30 gp.","rituals.reincarnate.name":"Reincarnate","rituals.reincarnate.texts.cost":"rare herbs worth the target's level (minimum 1) × 25 gp","rituals.reincarnate.texts.secondaryChecks":"Occultism, Religion","rituals.reincarnate.description":"A creature of up to 8th level that died within the past week returns in a new body of a random ancestry (1d20: 1-14 a common one, 15-20 an uncommon or rare one, chosen by the GM). It takes the new ancestry's Hit Points, size, Speeds, boosts, flaws and traits, and replaces its heritage and ancestry feats; its background, class and languages stay. It fails if the soul can't or won't return.\n\n**Critical Success** A new adult body with full Hit Points and its spells prepared.\n\n**Success** As critical success, but 1 Hit Point and no spells prepared, and clumsy 2, drained 2 and enfeebled 2 for 1 week, which nothing removes.\n\n**Failure** Nothing happens.\n\n**Critical Failure** The soul is trapped in an unintelligent animal of up to half its level.\n\n**Heightened (4th to 10th)** Higher levels of target (10 at 4th up to 20 at 10th), higher costs, and from 6th a death within the past month.","rituals.rest-eternal.name":"Rest Eternal","rituals.rest-eternal.texts.cost":"oils worth the target's level (minimum 1) × 25 gp","rituals.rest-eternal.texts.secondaryChecks":"Occultism, Religion","rituals.rest-eternal.description":"You bar a dead creature's spirit from ever returning; an unwilling spirit can attempt a Will save (on a critical success it fools you). It has no effect on undead or a spirit not in the afterlife.\n\n**Critical Success** Attempts to speak with, revive, raise as undead or disturb it fail unless their counteract rank is at least 2 higher than this ritual's, or they come from an artifact or a deity. Returning it to life ends the ritual.\n\n**Success** As critical success, but an effect of a higher counteract rank works.\n\n**Failure** Nothing happens.\n\n**Critical Failure** The angered spirits make every caster doomed 1 for 1 week.","rituals.shadow-double.name":"Shadow Double","rituals.shadow-double.texts.cost":"an item personal to the creature, plus oils and pigments worth 300 gp","rituals.shadow-double.texts.secondaryChecks":"the skill to Recall Knowledge about the creature; Crafting; Deception","rituals.shadow-double.description":"You shape a 4th-level illusory double of a living creature from shadow, with a monster's moderate numbers and no special abilities (they seem to fail). It can Impersonate the creature with the Deception modifier of the secondary caster who rolled Deception, +4 status bonus; a creature can disbelieve with Perception against that caster's Deception DC. The primary check is secret.\n\n**Critical Success** It's your minion, commanded through a mental link at any distance.\n\n**Success** As critical success, without the link: you command it in person.\n\n**Failure** Nothing happens.\n\n**Critical Failure** It's created hostile to the casters and plots their deaths.","rituals.teleportation-circle.name":"Teleportation Circle","rituals.teleportation-circle.texts.cost":"rare incense, metals and chalk worth 500 gp","rituals.teleportation-circle.texts.secondaryChecks":"Crafting, Survival","rituals.teleportation-circle.description":"A 10-foot circle teleports any creature that moves fully into it to a fixed destination you can precisely identify within 1,000 miles on the same plane, for 1 day (an unwilling creature attempts a Will save each turn it stays). It works one way, or both for twice the cost. A secondary caster at the destination who succeeds at Survival makes your success a critical success.\n\n**Critical Success** Travelers arrive exactly.\n\n**Success** Off by about 1% of the distance (at most 10 miles).\n\n**Failure** It doesn't work.\n\n**Critical Failure** It leads to a random destination at about the same distance.\n\n**Heightened (9th)** 2,000 gp, 1 month, anywhere on the planet.\n\n**Heightened (10th)** 10,000 gp, unlimited, anywhere on the planet.","rituals.ward-domain.name":"Ward Domain","rituals.ward-domain.texts.cost":"incense, oils and powdered silver worth 150 gp","rituals.ward-domain.texts.secondaryChecks":"Lore (any), Survival, Thievery","rituals.ward-domain.description":"For 1 week a 100-by-100-foot area, up to 50 feet high, is warded at the ritual's rank: its doors and windows are locked (lock), up to six entrances look like walls (illusory object), scrying can't perceive it, and teleportation and summoning into or out of it are counteracted (the ritual's DC - 10). Dispel magic ends one effect; detonate magic ends the ritual.\n\n**Critical Success** The area is twice as large.\n\n**Success** As described.\n\n**Failure** Nothing happens.\n\n**Critical Failure** The area becomes trapped and hostile to you and your allies.\n\n**Heightened (+1)** Another 100-by-100-foot area, up to 50 feet high, contiguous with it.","types.ritual.name":"Ritual","types.ritual.fields.cast.values.one-hour.name":"1 hour","types.ritual.fields.cast.values.one-day.name":"1 day","types.ritual.fields.cast.values.four-hours.name":"4 hours","types.ritual.fields.cast.values.three-days.name":"3 days","types.ritual.fields.cast.values.seven-days.name":"7 days","types.ritual.fields.duration.values.rounds.name":"Rounds","types.ritual.fields.duration.values.minutes.name":"Minutes","types.ritual.fields.duration.values.hours.name":"Hours","types.ritual.fields.duration.values.days.name":"Days","types.ritual.fields.duration.values.until-daily-preparations.name":"Until your next daily preparations","types.ritual.fields.duration.values.unlimited.name":"Unlimited","types.ritual.fields.duration.values.varies.name":"Varies","types.ritual.block":"**{name}** — *Ritual {rank}*{has_tags, select, true { · {tags_name}} other {}} · {cast_name}{has_texts_cost, select, true { · Cost {texts_cost}} other {}}{has_primaryChecks, select, true { · Primary check {primaryChecks_name} ({primaryRank, select, 1 {trained} 2 {expert} 3 {master} other {legendary}})} other {}}{has_secondaryCasters, select, true { · Secondary casters {secondaryCasters}} other {}}{has_texts_secondaryChecks, select, true { · Secondary checks {texts_secondaryChecks}} other {}}{has_texts_requirements, select, true { · Requirements {texts_requirements}} other {}}{has_range, select, true { · Range {range, select, 0 {touch} other {{range} feet}}} other {}}{has_areaSize, select, true { · Area {areaSize}-foot {area, select, burst {burst} cone {cone} emanation {emanation} line {line} square {square} cube {cube} wall {wall} other {area}}} other {}}{has_targets, select, true { · {targets, plural, one {1 target} other {# targets}}} other {}}{has_duration, select, true { · {duration, select, rounds {{durationAmount, plural, one {# round} other {# rounds}}} minutes {{durationAmount, plural, one {# minute} other {# minutes}}} hours {{durationAmount, plural, one {# hour} other {# hours}}} days {{durationAmount, plural, one {# day} other {# days}}} other {{duration_name}}}} other {}}","tags.ritual.name":"Ritual","actions.perform-ritual.name":"Perform a Ritual","actions.perform-ritual.description":"The ritual's primary check: your skill against the GM's DC (by default the very hard DC for a level of twice its rank), after the secondary casters' checks: +2 if any critically succeeded, –4 if any failed, and one step worse if any critically failed.","actions.perform-ritual.params.skill.name":"Primary check skill","actions.perform-ritual.params.rank.name":"Rank","actions.perform-ritual.params.dc.name":"DC","actions.perform-ritual.params.secondaryCriticalSuccesses.name":"Secondary checks critically succeeded","actions.perform-ritual.params.secondaryFailures.name":"Secondary checks failed","actions.perform-ritual.params.secondaryCriticalFailures.name":"Secondary checks critically failed","actions.perform-ritual.steps.check.name":"Primary check","actions.perform-ritual.results.rank-too-high.name":"Rank too high","actions.perform-ritual.results.wrong-skill.name":"Not a skill this ritual uses","actions.perform-ritual.results.untrained.name":"Proficiency too low","actions.perform-ritual.results.critical-success.name":"Critical success","actions.perform-ritual.results.success.name":"Success","actions.perform-ritual.results.failure.name":"Failure","actions.perform-ritual.results.critical-failure.name":"Critical failure","rituals.animate-object.name":"Animate Object","rituals.animate-object.texts.cost":"rare oils (see the creature creation table)","rituals.animate-object.texts.secondaryChecks":"Crafting","rituals.animate-object.description":"You turn the target into an animated object of a matching kind (a broom becomes an animated broom), of a level the creature creation table allows.\n\n**Creature creation** The highest creature level by ritual rank, with the cost: 2nd rank, level 1 (60 gp; level –1 or 0, 15 gp); 3rd, level 2 (105 gp) or 3 (180 gp); 4th, level 4 (300 gp) or 5 (480 gp); 5th, level 6 (750 gp) or 7 (1,080 gp); 6th, level 8 (1,500 gp) or 9 (2,100 gp); 7th, level 10 (3,000 gp) or 11 (4,200 gp); 8th, level 12 (6,000 gp) or 13 (9,000 gp); 9th, level 14 (13,500 gp) or 15 (19,500 gp); 10th, level 16 (30,000 gp) or 17 (45,000 gp).\n\n**Critical Success** It becomes the animated object. If it is at least 4 levels lower than you, you can make it a minion (2 actions when you command it with a single auditory, concentrate action; at most four minions). Otherwise you can give it one simple command, which it pursues single-mindedly, ignoring later commands.\n\n**Success** As critical success, but one that isn't your minion stays put and attacks anyone who attacks it or tries to move or take it.\n\n**Failure** You fail to create it.\n\n**Critical Failure** You create it, but it goes berserk and tries to destroy you.","rituals.atone.name":"Atone","rituals.atone.texts.cost":"rare incense and offerings worth 20 gp × the target's level","rituals.atone.texts.secondaryChecks":"Nature or Religion, whichever the primary check uses (by the target, the secondary caster)","rituals.atone.description":"You help a truly penitent creature of up to 8th level, a worshipper of your deity or philosophy, atone for its misdeeds, typically acts anathema to your deity. If it isn't truly penitent, the result is a critical failure. Use Nature for a druid, Religion otherwise.\n\n**Critical Success** It is absolved and regains its standing and any lost abilities, after completing a quest or task your deity sets (at least a month in downtime). For 1 month, it gets divine insight just before an act anathema to your deity.\n\n**Success** As critical success, without the insight.\n\n**Failure** It isn't absolved and must keep making amends; later atone rituals for the same misdeeds cost half as much and gain a +4 circumstance bonus to their checks.\n\n**Critical Failure** It offends your deity and is cast out of the faith for good, unless a deity intervenes more directly.\n\n**Heightened (+1)** The maximum target level increases by 2 and the base cost by 20 gp.","rituals.awaken-animal.name":"Awaken Animal","rituals.awaken-animal.texts.cost":"herbs worth 1/5 of the creature creation table's cost","rituals.awaken-animal.texts.secondaryChecks":"Lore (any), Society, Survival","rituals.awaken-animal.description":"You give an animal of a level the creature creation table allows a mind, making it a beast. An animal companion or minion can't serve as one any longer.\n\n**Critical Success** Its Intelligence, Wisdom and Charisma modifiers rise to +2 if lower, and it is helpful to you for waking it.\n\n**Success** They rise to +0 if lower, and it is friendly to you.\n\n**Failure** You fail.\n\n**Critical Failure** You wake it with a bestial hatred of you: its modifiers rise to –2 if lower, and it is hostile and tries to destroy you.","rituals.binding-circle.name":"Binding Circle","rituals.binding-circle.texts.cost":"warding circle ingredients worth 2 gp × the rank × the creature's level","rituals.binding-circle.texts.secondaryChecks":"Diplomacy or Intimidation; Arcana or Occultism, whichever the primary check doesn't use","rituals.binding-circle.description":"You call an extraplanar creature of a level no greater than twice the ritual's rank into your circle to bargain, usually a task for payment. One that won't negotiate can stay home with a Will save. Most want a real gift, especially for risky tasks, from a consumable of their level for a short, simple job to a permanent item of their level or more to fight beside you; wicked ones settle for less if they can work harm, and some want other prices, such as a geas for a later favor or your soul by contract. An extra secondary caster can draw a warding circle (Crafting, same DC) that keeps it from attacking or leaving during the bargain, until you act against it or the circle breaks.\n\n**Critical Success** You call it and can keep it from going home for up to a day, which may get you a better deal.\n\n**Success** You call it, and must make your case briefly; it can go home whenever it likes.\n\n**Failure** You fail to call it.\n\n**Critical Failure** Something vile answers, unbound by your wards, and tries to destroy you.","rituals.blight.name":"Blight","rituals.blight.texts.secondaryChecks":"Survival","rituals.blight.description":"Plants within a half-mile of you wither for 1 year, cutting crop yields among other harms. In an area of plant growth, it tries to counteract plant growth instead.\n\n**Critical Success** Spoil the crops in the area completely, or halve the yield in an area of up to a 1-mile radius.\n\n**Success** Halve the yield in the area.\n\n**Failure** No effect.\n\n**Critical Failure** The plants change unexpectedly, as the GM decides, usually against your wishes (such as enriching crops you wanted blighted).","rituals.call-spirit.name":"Call Spirit","rituals.call-spirit.texts.cost":"rare candles and incense worth 50 gp","rituals.call-spirit.texts.secondaryChecks":"Occultism or Religion, whichever the primary check doesn't use","rituals.call-spirit.description":"You call a spirit from the afterlife by name, with a link to it such as a possession, garment or piece of its body. An unwilling spirit can avoid the call with a Will save (DC 2 lower if you never met it in life); on its critical success, a trickster spirit impersonates it. The spirit appears in a wispy form, and each minute you can ask it a question, which it answers as it pleases or not at all. If the spirit isn't in the afterlife (an undead, say), every result but a critical failure is a failure.\n\n**Critical Success** The spirit is especially cooperative and takes a –2 circumstance penalty to Deception checks even if it has reason to deceive you.\n\n**Success** You call the spirit.\n\n**Failure** You call no spirit.\n\n**Critical Failure** One or more evil spirits appear and attack.","rituals.collective-memories.name":"Collective Memories","rituals.collective-memories.texts.cost":"rare incense worth 300 gp","rituals.collective-memories.texts.secondaryChecks":"Performance, Society","rituals.collective-memories.description":"You tap mortals' memories, legends and lore about an important person, place or thing. The primary check's degree is one step better if the subject is present, and one step worse if you know only vague things about it (the two cancel out).\n\n**Critical Success** For 1 hour after the ritual you sift mostly coherent memories, the accurate and useful outweighing the misremembered and exaggerated.\n\n**Success** For 1 hour you learn useful but incomplete or puzzling information, likely in contradictory versions.\n\n**Failure** You learn nothing useful.\n\n**Critical Failure** The flood of knowledge overwhelms you: for 1 week you can do nothing but breathe and sleep. Afterward, you can retrain a skill into a Lore about the subject, as if you had spent the week retraining.","rituals.commune.name":"Commune","rituals.commune.texts.cost":"rare incense worth 150 gp","rituals.commune.texts.secondaryChecks":"Nature, Occultism or Religion, whichever the primary check uses","rituals.commune.description":"You ask questions of a powerful unknown being, by the primary check's skill: Nature, primal spirits that know the animals, beasts, fey, fungi, plants, land and resources within 3 miles; Occultism, planar and mysterious entities that know forgotten lore, the planes and secrets; Religion, divine beings that know their gods and their purviews, typically a servitor of your deity. You can ask up to seven yes-or-no questions, answered in a word (\"yes,\" \"no,\" \"likely,\" \"unknown\"), always to the being's own agenda, perhaps deceptively.\n\n**Critical Success** A more powerful entity close to your interests answers, perhaps your deity; it won't deceive you, and where clarity matters it answers in up to five words.\n\n**Success** You ask and are answered.\n\n**Failure** You reach no fitting being.\n\n**Critical Failure** The vastness of the cosmos leaves you stupefied 4 for 1 week, which nothing can remove.","rituals.consecrate.name":"Consecrate","rituals.consecrate.texts.cost":"rare incense and offerings worth 20 gp × the rank","rituals.consecrate.texts.secondaryChecks":"Crafting, Performance (the secondary casters must worship your deity)","rituals.consecrate.description":"You consecrate a site around an immobile altar, shrine or fixture of your deity for 1 year. In the area, your deity's worshippers gain a +1 status bonus to attack rolls, skill checks, saves and Perception checks, and creatures anathema to your deity take a –1 status penalty to them. If your deity's sanctification lets you choose holy or unholy, you can make the site so; if it must be one, the site matches it. Strikes by your deity's worshippers in the area gain the site's sanctification trait, if any.\n\n**Critical Success** It works, and either lasts 10 years or covers twice the radius; with your deity's favor, perhaps more, such as a permanent consecration.\n\n**Success** It works.\n\n**Failure** It fails.\n\n**Critical Failure** It fails spectacularly, angering your deity, who sends a sign of displeasure; for at least a year, further attempts to consecrate the site fail.\n\n**Heightened (7th)** The area also has the effects of planar seal, which doesn't counteract teleportation by your deity's worshippers. The cost is 200 gp × the rank.","rituals.control-weather.name":"Control Weather","rituals.control-weather.texts.secondaryChecks":"Survival","rituals.control-weather.description":"For 4d12 hours, the weather within 2 miles of you becomes calm and normal for the season, or takes up to two effects of the season, whose details (a tornado's path, where lightning falls) you can't control. Summer: drizzle, heat, hurricane, sleet, thunderstorm, tornado. Spring: drizzle, downpour, extreme heat, hail, heat. Autumn: cold, fog, mild heat, sleet. Winter: blizzard, mild cold, extreme cold, thaw.\n\n**Critical Success** As you wish, and over a larger area (up to 5 miles) or for longer (any number of extra d12 hours, up to 16d12).\n\n**Success** As you wish.\n\n**Failure** It doesn't change as you wish.\n\n**Critical Failure** It changes unexpectedly, as the GM decides, usually against your wishes.\n\n**Heightened (9th)** You can make unseasonable and contradictory weather, such as extreme cold with a hurricane, or the calm weather or effects of another season.","rituals.create-undead.name":"Create Undead","rituals.create-undead.texts.cost":"black onyx (see the creature creation table)","rituals.create-undead.texts.secondaryChecks":"Religion","rituals.create-undead.description":"You turn a dead creature into an undead creature of a level the creature creation table allows (as for animate object). Each kind of undead has its own version of the ritual (zombies, skeletons, ghouls…), and those for rare undead are rare; some, such as liches, arise by their own methods and can't be made this way.\n\n**Critical Success** It becomes the undead. If it is at least 4 levels lower than you, you can make it a minion (at most four). An intelligent undead that isn't your minion is helpful to you for waking it, though it is still a horrid creature; an unintelligent one follows one simple command single-mindedly.\n\n**Success** As critical success, but an intelligent undead that isn't your minion is only friendly, and an unintelligent one leaves you alone unless attacked and marauds the area instead.\n\n**Failure** You fail to create it.\n\n**Critical Failure** You create it, but its tortured soul hates you and tries to destroy you.","rituals.geas.name":"Geas","rituals.geas.texts.secondaryChecks":"Society or Legal Lore","rituals.geas.description":"You bind a willing target of a level no greater than twice the ritual's rank to a magic rule: to perform an act (usually conditional, such as \"always offer hospitality to strangers\"; an unconditional one need not be done exclusively, but comes before all leisure) or to refrain from one (often breaking a contract, whose wording the secondary caster usually attunes). It lasts as long as the target agrees. If the target can't fulfill it, it is sickened 1, rising by 1 for each day in a row it is prevented (to sickened 4); this ends at once when it follows the geas again and can't be removed otherwise. Only powerful magic such as wish removes it from a willing target.\n\n**Critical Success** It works, and the target gains a +1 status bonus to skill checks that directly uphold it (as the GM rules).\n\n**Success** It works.\n\n**Failure** It fails.\n\n**Critical Failure** It fails, and you are bound by it instead, as an unwilling target (so cleanse affliction can counteract it).\n\n**Heightened (5th)** You can target an unwilling creature, which can negate it with a Will save; otherwise it lasts up to 1 week. Cleanse affliction can counteract it on an unwilling creature, as can powerful magic such as wish. A clever creature can contrive to be prevented from complying, becoming sickened as above.\n\n**Heightened (7th)** As 5th, but up to 1 year on an unwilling creature.\n\n**Heightened (9th)** As 5th, but for any duration you choose, even unlimited, on an unwilling creature.","rituals.planar-displacement.name":"Planar Displacement","rituals.planar-displacement.texts.requirements":"a planar key for the destination plane, used as a locus","rituals.planar-displacement.texts.cost":"rare incense, precious metals and purified chalk worth 500 gp","rituals.planar-displacement.texts.secondaryChecks":"Lore about the destination plane, Survival","rituals.planar-displacement.description":"You draw a ritual circle, and at the end of the ritual every creature in it shifts to another plane. The primary check's skill must be one that can Recall Knowledge about the destination. A secondary caster can be at the destination instead; if that caster succeeds and you succeed, the ritual is a critical success.\n\n**Critical Success** You arrive where one of the targets (your choice) last arrived on that plane, or somewhere random if none has been there. For 1 minute the circle stays open, and any creature it carried can return to the starting point with a single action (concentrate).\n\n**Success** As critical success, but you arrive 1d10 × 25 miles from your destination.\n\n**Failure** You fail.\n\n**Critical Failure** It fails, and the GM decides whether you go to the wrong plane or are barred from planar travel for 1 week.","rituals.planar-servitor.name":"Planar Servitor","rituals.planar-servitor.texts.cost":"rare incense and offerings worth 2 gp × the rank × the servitor's level","rituals.planar-servitor.texts.secondaryChecks":"Diplomacy","rituals.planar-servitor.description":"You ask a deity or other divine power for a servitor of its choice, of a level no greater than twice the ritual's rank. The secondary casters explain what help you need and why; a task especially fitting to the deity can earn a circumstance bonus or an automatic critical success, and asking without good reason is a critical failure. You must then pay the servitor, at least the price of a consumable of its level, often of a permanent item of its level for it to fight beside you, in offerings to the deity's taste. You can instead name a being from the deity's realm you know personally, within the same level limit, who may ask for something it wants.\n\n**Critical Success** The deity sends a servitor, which asks only half the usual payment; one you name is likely to come unless busy.\n\n**Success** The deity sends a servitor.\n\n**Failure** No servitor comes.\n\n**Critical Failure** The deity is offended and sends a sign of displeasure, or a servitor to scold or attack you; it might strip divine powers from those who took part until they atone.","rituals.plant-growth.name":"Plant Growth","rituals.plant-growth.texts.secondaryChecks":"Farming Lore or Survival","rituals.plant-growth.description":"Plants within a half-mile of you grow healthier and more fruitful for 1 year, raising crop yields among other benefits. In an area of blight, it tries to counteract blight instead.\n\n**Critical Success** Double the yield in the area, or cover a 1-mile radius.\n\n**Success** Raise the yield by a third.\n\n**Failure** No effect.\n\n**Critical Failure** The plants change unexpectedly, as the GM decides, usually against your wishes (such as blighting crops you wanted to enrich).","rituals.primal-call.name":"Primal Call","rituals.primal-call.texts.cost":"faerie circle ingredients worth 1 gp × the rank × the creature's level","rituals.primal-call.texts.secondaryChecks":"Crafting, Diplomacy, Survival","rituals.primal-call.description":"As planar servitor, but you craft a faerie circle and call an animal, beast, fey, fungus or plant from within 100 miles.","rituals.resurrect.name":"Resurrect","rituals.resurrect.texts.cost":"gems worth 75 gp × the target's level","rituals.resurrect.texts.secondaryChecks":"Medicine, Society","rituals.resurrect.description":"You call back the soul of a creature of up to 10th level that died within the past year, its body present and mostly intact. If its time has truly come or it doesn't wish to return, the ritual fails, which you learn after a successful primary check, ending it without paying the cost.\n\n**Critical Success** It returns with full Hit Points, the spells it had prepared and the points in its pools, keeping the old body's long-term debilitations. An agent of its deity inspires it: a +1 status bonus to attack rolls, Perception, saves and skill checks for 1 week. It is changed somehow by its time beyond.\n\n**Success** As critical success, but it returns with 1 Hit Point, no prepared spells and no points in its pools, and instead of the bonus it is clumsy 1, drained 1 and enfeebled 1 for 1 week, which nothing can remove or lower.\n\n**Failure** You fail.\n\n**Critical Failure** Something goes horribly wrong: an evil spirit possesses the body, it rises as a strange undead, or worse.\n\n**Heightened (6th)** Up to 12th level; base cost 125 gp.\n\n**Heightened (7th)** Even a small part of the body is enough: a new body forms on a success. Death within the past decade; four secondary casters, each at least half the target's level; up to 14th level; base cost 200 gp.\n\n**Heightened (8th)** As 7th, up to 16th level; base cost 300 gp.\n\n**Heightened (9th)** No body is needed if you know its name and once touched part of its body. Death within the past century, and no conditions on a success; eight secondary casters, each at least half its level; up to 18th level; base cost 600 gp.\n\n**Heightened (10th)** As 9th, however long ago it died; 16 secondary casters; up to 20th level; base cost 1,000 gp.","rituals.rune-trap.name":"Rune Trap","rituals.rune-trap.texts.cost":"pigments and oils worth 5 gp × the stored spell's rank","rituals.rune-trap.texts.secondaryChecks":"Crafting","rituals.rune-trap.description":"You bind a hostile spell into a rune on an object or a 10-foot square. As part of the ritual you cast the spell to store: it must take 3 actions or fewer, have a hostile effect, and target one creature or have an area. The primary check's skill is the stored spell's tradition's. You can set a password, a trigger, or both; a creature that moves, opens or touches the object or enters the area without the password, or that matches the trigger, releases the spell. The rune gains the spell's traits; a targeted spell targets the creature that set it off, and an area is centered on it. The rune is a magical trap: noticing it takes a Perception check and disabling it a Thievery check, both against your spell DC and needing training. You can Dismiss it while you can see it.\n\n**Critical Success** A particularly effective rune: +2 circumstance bonus to the DCs to notice and disable it.\n\n**Success** You create the rune.\n\n**Failure** You fail.\n\n**Critical Failure** The rune backfires: 4d6 force damage per rank of its spell to you, the secondary caster and every creature within 10 feet of the area.","rituals.wish.name":"Wish","rituals.wish.texts.cost":"fine ash, imbued pigments and a marquise-cut gem worth 100,000 gp in all","rituals.wish.texts.secondaryChecks":"Crafting, Diplomacy","rituals.wish.description":"You reshape reality to grant the target's greatest desire, declared aloud at the ritual's start and end: anything from riches or a spell or ritual cast, to a kingdom destroyed or ascension to divinity. A wish may draw deities' or other powers' attention and interference. Even deities can't simply undo it, though they can act against it, such as sending servitors to take the riches away.\n\n**Critical Success** It is granted without complication.\n\n**Success** It is granted, with unintended consequences, such as riches taken from a notorious criminal or rival gods angered.\n\n**Failure** It fails, or the GM grants it so meagerly the target is never satisfied.\n\n**Critical Failure** It is granted cruelly and ironically, as the GM decides, such as being trapped in a vault of riches.","classes.rogue.debilitations.no-flanking.name":"Can't flank","classes.rogue.debilitations.no-flanking.description":"Can't flank or help allies flank.","classes.rogue.debilitations.no-cover.name":"No cover from shields","classes.rogue.debilitations.no-cover.description":"No circumstance bonus to AC from a raised shield, lesser or standard cover; +2 only from greater cover or Taking Cover.","classes.rogue.debilitations.no-reactions.name":"Can't react","classes.rogue.debilitations.no-reactions.description":"Can't use reactions.","classes.rogue.debilitations.weakness.name":"Weakness 5","classes.rogue.debilitations.weakness.description":"Weakness 5 to the chosen physical damage type.","classes.rogue.debilitations.weakness.state.damageType.name":"Damage type","feats.rogue.bullseye.name":"Bullseye","feats.rogue.bullseye.description":"One action. Your next Strike with a thrown weapon this turn gains a +1 circumstance bonus to the attack roll and ignores the target's concealment and lesser or standard cover (greater cover becomes standard).","feats.rogue.delay-trap.name":"Delay Trap","feats.rogue.delay-trap.description":"Reaction. Trigger: a trap within your reach is triggered. Attempt Thievery to Disable a Device on it. **Critical Success** Prevent the trap or delay it to the start or end of your next turn. **Success** As critical success, the GM choosing the worse for you. **Failure** No effect. **Critical Failure** You're off-guard until the start of your next turn.","feats.rogue.improved-poison-weapon.name":"Improved Poison Weapon","feats.rogue.improved-poison-weapon.description":"A simple poison you apply with Poison Weapon deals 2d4 poison damage instead of 1d4, and isn't wasted on a critically failed attack roll.","feats.rogue.improved-poison-weapon.prerequisites.poison-weapon":"Poison Weapon","feats.rogue.inspired-stratagem.name":"Inspired Stratagem","feats.rogue.inspired-stratagem.description":"During daily preparations you plan with up to five allies. Reaction (fortune, linguistic). Trigger: one of them is about to roll an attack or skill check. It rolls twice and takes the better, then is immune until your next preparations.","feats.rogue.nimble-roll.name":"Nimble Roll","feats.rogue.nimble-roll.description":"You can use Nimble Dodge before a Reflex save, adding its bonus to the save. When the attack fails or the save succeeds, you can Stride (or Fly or Swim) up to 10 feet as part of the reaction (gaining the move trait).","feats.rogue.nimble-roll.prerequisites.nimble-dodge":"Nimble Dodge","feats.rogue.opportune-backstab.name":"Opportune Backstab","feats.rogue.opportune-backstab.description":"Reaction. Trigger: an ally hits a creature within your melee reach with a melee attack. Strike that creature.","feats.rogue.opportune-backstab.actions.opportune-backstab.name":"Opportune Backstab","feats.rogue.opportune-backstab.actions.opportune-backstab.steps.weapon.prompt":"Choose a weapon","feats.rogue.predictive-purchase-rogue.name":"Predictive Purchase (Rogue)","feats.rogue.predictive-purchase-rogue.description":"You gain Prescient Planner and Prescient Consumable, and can draw a Prescient Planner item from your pack as a 2-action activity instead of 1 minute.","feats.rogue.ricochet-stance-rogue.name":"Ricochet Stance (Rogue)","feats.rogue.ricochet-stance-rogue.description":"Stance. Your thrown weapons that deal bludgeoning or slashing damage return to your hand after a ranged Strike within their range increment (with a hand free to catch them); beyond it they fly back that many feet and drop.","feats.rogue.sidestep.name":"Sidestep","feats.rogue.sidestep.description":"Reaction. Trigger: a Strike's attack roll against you fails or critically fails. Redirect it to a creature adjacent to you within its reach or range; the attacker rerolls against the new target.","feats.rogue.sly-striker.name":"Sly Striker","feats.rogue.sly-striker.description":"When you hit a creature that isn't off-guard with a weapon or unarmed attack you could sneak attack with, you deal 1d6 precision damage (2d6 from 14th level, if your sneak attack is 3d6 or more).","feats.rogue.sly-striker.prerequisites.sneak":"Sneak attack","feats.rogue.swipe-souvenir.name":"Swipe Souvenir","feats.rogue.swipe-souvenir.description":"Two actions. Requirement: you're grabbed or restrained. Try to Escape; if you succeed you can also try to Steal from that creature, even in combat.","feats.rogue.tactical-entry.name":"Tactical Entry","feats.rogue.tactical-entry.description":"Free action. Requirement: you rolled Stealth for initiative and no one has acted yet. Stride without triggering reactions.","feats.rogue.tactical-entry.prerequisites.stealth":"Master in Stealth","feats.rogue.methodical-debilitations.name":"Methodical Debilitations","feats.rogue.methodical-debilitations.description":"Debilitating Strike gains two debilitations: the target can't flank or help flank; or it gains no circumstance bonus to AC from a raised shield or lesser or standard cover (+2 only from greater cover or Taking Cover).","feats.rogue.methodical-debilitations.prerequisites.racket":"Mastermind racket","feats.rogue.methodical-debilitations.prerequisites.debilitating":"Debilitating Strike","feats.rogue.methodical-debilitations.options.no-flanking.name":"Can't flank","feats.rogue.methodical-debilitations.options.no-cover.name":"No cover from shields or lesser cover","feats.rogue.nimble-strike.name":"Nimble Strike","feats.rogue.nimble-strike.description":"When you use Nimble Dodge, you can make a melee Strike against the triggering creature, outside your multiple attack penalty (during the roll, with Nimble Roll).","feats.rogue.nimble-strike.prerequisites.nimble-roll":"Nimble Roll","feats.rogue.precise-debilitations.name":"Precise Debilitations","feats.rogue.precise-debilitations.description":"Debilitating Strike gains two debilitations: the target takes 2d6 more precision damage from your attacks; or it's off-guard.","feats.rogue.precise-debilitations.prerequisites.racket":"Thief racket","feats.rogue.precise-debilitations.prerequisites.debilitating":"Debilitating Strike","feats.rogue.precise-debilitations.options.off-guard.name":"Off-guard","feats.rogue.sneak-adept.name":"Sneak Adept","feats.rogue.sneak-adept.description":"A failure to Sneak is a success instead (a critical failure stays one).","feats.rogue.sneak-adept.prerequisites.stealth":"Master in Stealth","feats.rogue.tactical-debilitations.name":"Tactical Debilitations","feats.rogue.tactical-debilitations.description":"Debilitating Strike gains two debilitations: the target can't use reactions; or it can't flank or help flank.","feats.rogue.tactical-debilitations.prerequisites.racket":"Scoundrel racket","feats.rogue.tactical-debilitations.prerequisites.debilitating":"Debilitating Strike","feats.rogue.tactical-debilitations.options.no-reactions.name":"Can't react","feats.rogue.tactical-debilitations.options.no-flanking-tactical.name":"Can't flank","feats.rogue.vicious-debilitations.name":"Vicious Debilitations","feats.rogue.vicious-debilitations.description":"Debilitating Strike gains two debilitations: weakness 5 to bludgeoning, piercing or slashing damage (your choice); or clumsy 1.","feats.rogue.vicious-debilitations.prerequisites.racket":"Ruffian racket","feats.rogue.vicious-debilitations.prerequisites.debilitating":"Debilitating Strike","feats.rogue.vicious-debilitations.options.weakness.name":"Weakness 5 to a physical damage type","feats.rogue.vicious-debilitations.options.clumsy.name":"Clumsy 1","feats.rogue.bloody-debilitation.name":"Bloody Debilitation","feats.rogue.bloody-debilitation.description":"Debilitating Strike gains a debilitation: 3d6 persistent bleed damage.","feats.rogue.bloody-debilitation.prerequisites.medicine":"Trained in Medicine","feats.rogue.bloody-debilitation.prerequisites.debilitating":"Debilitating Strike","feats.rogue.bloody-debilitation.options.bleed.name":"3d6 persistent bleed damage","feats.rogue.critical-debilitation.name":"Critical Debilitation","feats.rogue.critical-debilitation.description":"When you critically hit and use Debilitating Strike, you can choose this debilitation: the target attempts a Fortitude save against your class DC. **Critical Success** Unaffected. **Success** Slowed 1 until the end of your next turn. **Failure** Slowed 2. **Critical Failure** Paralyzed until the end of your next turn.","feats.rogue.critical-debilitation.prerequisites.debilitating":"Debilitating Strike","feats.rogue.fantastic-leap.name":"Fantastic Leap","feats.rogue.fantastic-leap.description":"Two actions. High Jump (as far as a Long Jump) or Long Jump, then make a melee Strike at the end; you land unhurt if the fall is no farther than the jump's height.","feats.rogue.felling-shot.name":"Felling Shot","feats.rogue.felling-shot.description":"Two actions. Make a ranged Strike against an off-guard creature; if it hits and deals damage, the target attempts a Reflex save against your class DC. **Success** Unaffected. **Failure** It falls up to 120 feet, unhurt by landing. **Critical Failure** As failure, and it can't fly, jump or levitate until the end of your next turn.","feats.rogue.preparation.name":"Preparation","feats.rogue.preparation.description":"One action, flourish. You gain one more reaction, usable before your next turn for any rogue reaction.","feats.rogue.reactive-interference.name":"Reactive Interference","feats.rogue.reactive-interference.description":"Reaction. Trigger: an adjacent enemy begins a reaction. If its level is no higher than yours you disrupt it; otherwise make an attack roll against its AC, disrupting it on a success.","feats.rogue.ricochet-feint.name":"Ricochet Feint","feats.rogue.ricochet-feint.description":"In Ricochet Stance you can Feint a creature within the first range increment of a thrown weapon you wield, not only in melee reach.","feats.rogue.ricochet-feint.prerequisites.ricochet-stance-rogue":"Ricochet Stance (Rogue)","feats.rogue.spring-from-the-shadows.name":"Spring from the Shadows","feats.rogue.spring-from-the-shadows.description":"One action, flourish. Stride (or Burrow, Climb, Fly or Swim) up to your Speed, ending next to an enemy you're hidden from or undetected by, and Strike it, staying hidden or undetected until after the Strike.","feats.rogue.defensive-roll.name":"Defensive Roll","feats.rogue.defensive-roll.description":"Free action, once per 10 minutes. Trigger: a physical attack would reduce you to 0 Hit Points. You take half its damage.","feats.rogue.instant-opening.name":"Instant Opening","feats.rogue.instant-opening.description":"One action, concentrate (auditory or visual, as you describe it). A target within 30 feet is off-guard to your attacks until the end of your next turn.","feats.rogue.instant-opening.actions.instant-opening.name":"Instant Opening","feats.rogue.instant-opening.actions.instant-opening.participants.target.name":"Target","feats.rogue.instant-opening.actions.instant-opening.results.opened.name":"Off-guard","feats.rogue.leave-an-opening.name":"Leave An Opening","feats.rogue.leave-an-opening.description":"When you critically hit an off-guard foe with a melee attack and deal damage, one ally of your choice with Reactive Strike can use it against that foe, as if it used a manipulate action.","feats.rogue.sense-the-unseen.name":"Sense the Unseen","feats.rogue.sense-the-unseen.description":"Reaction. Trigger: you fail a check to Seek. Undetected creatures in the area you searched become hidden to you instead.","feats.rogue.stay-down.name":"Stay Down!","feats.rogue.stay-down.description":"Reaction. Trigger: a prone foe within your reach Stands. Attempt Athletics against its Fortitude DC; on a success the Stand is disrupted, and on a critical success it can't Stand until its next turn.","feats.rogue.stay-down.prerequisites.athletics":"Master in Athletics","feats.rogue.blank-slate.name":"Blank Slate","feats.rogue.blank-slate.description":"Detection, revelation and scrying effects find nothing of you, your possessions or your auras unless their counteract rank is 10 or higher.","feats.rogue.blank-slate.prerequisites.deception":"Legendary in Deception","feats.rogue.cloud-step.name":"Cloud Step","feats.rogue.cloud-step.description":"When you Stride, you can cross water, air and surfaces that hold little weight as if they were ground, without triggering weight-sensitive traps; at the end of your turn you sink, fall or trigger as normal.","feats.rogue.cloud-step.prerequisites.acrobatics":"Legendary in Acrobatics","feats.rogue.cognitive-loophole.name":"Cognitive Loophole","feats.rogue.cognitive-loophole.description":"Reaction. Requirement: a mental effect affects you. Trigger: your turn ends. You ignore one mental effect until the end of your next turn (once per effect, not one you chose), even if it bars reactions.","feats.rogue.dispelling-slice.name":"Dispelling Slice","feats.rogue.dispelling-slice.description":"Two actions. Strike an off-guard creature; if it deals sneak attack damage, try to counteract one spell on the target (counteract rank half your level rounded up, modifier your class DC - 10).","feats.rogue.perfect-distraction.name":"Perfect Distraction","feats.rogue.perfect-distraction.description":"One action. Sneak, leaving a decoy that works as the mislead spell (you're undetected, not invisible); you can keep moving it as with the spell. Setting up another decoy takes 10 minutes.","feats.rogue.perfect-distraction.prerequisites.deception":"Legendary in Deception","feats.rogue.reconstruct-the-scene.name":"Reconstruct The Scene","feats.rogue.reconstruct-the-scene.description":"Over 1 minute you survey a small area (a room) and get an indistinct impression of significant events there in the last day and their timing, plus small details that could be clues (the GM decides); not enough to identify unknown participants.","feats.rogue.swift-elusion.name":"Swift Elusion","feats.rogue.swift-elusion.description":"Reaction. Trigger: a foe ends its movement adjacent to you. Attempt Acrobatics against its Reflex DC; on a success Stride to another space adjacent to it, or move it to another space adjacent to you.","feats.rogue.swift-elusion.prerequisites.acrobatics":"Legendary in Acrobatics","feats.rogue.implausible-infiltration.name":"Implausible Infiltration","feats.rogue.implausible-infiltration.description":"Two actions, move. Requirement: adjacent to a floor or wall. You squeeze through it, unless it's not wood, plaster or stone, is over 10 feet thick or has any metal in it (a ceiling too, with a climb Speed).","feats.rogue.implausible-infiltration.prerequisites.acrobatics":"Legendary in Acrobatics","feats.rogue.implausible-infiltration.prerequisites.quick-squeeze":"Quick Squeeze","feats.rogue.implausible-purchase-rogue.name":"Implausible Purchase (Rogue)","feats.rogue.implausible-purchase-rogue.description":"You can use Prescient Planner even after buying goods, drawing the item as one action, and five times a day pull out a common consumable up to 6 levels below yours.","feats.rogue.implausible-purchase-rogue.prerequisites.predictive-purchase-rogue":"Predictive Purchase (Rogue)","feats.rogue.powerful-sneak.name":"Powerful Sneak","feats.rogue.powerful-sneak.description":"Your sneak attack ignores immunity and resistance to precision damage. When you Sneak, you can designate a creature you're undetected by: your next attack against it before the end of your next turn treats sneak attack dice below 3 as 3.","feats.rogue.hidden-paragon.name":"Hidden Paragon","feats.rogue.hidden-paragon.description":"Reaction, once per hour. Trigger: you Hide and become hidden from all current foes, or Sneak and become undetected by all of them. You're invisible for 1 minute, even after hostile actions, and nothing that reveals the invisible reveals you (Seek still works).","feats.rogue.hidden-paragon.prerequisites.stealth":"Legendary in Stealth","feats.rogue.impossible-striker.name":"Impossible Striker","feats.rogue.impossible-striker.description":"Instead of Sly Striker's damage, you deal your full sneak attack damage to targets that aren't off-guard.","feats.rogue.impossible-striker.prerequisites.sly-striker":"Sly Striker","feats.rogue.reactive-distraction.name":"Reactive Distraction","feats.rogue.reactive-distraction.description":"Reaction. Requirement: Perfect Distraction is ready. Trigger: you would be hit by an attack or targeted by or in an effect. You use Perfect Distraction even while observed, ending concealed or in cover; the decoy is targeted instead (both of you in an area you don't leave).","feats.rogue.reactive-distraction.prerequisites.deception":"Legendary in Deception","feats.rogue.reactive-distraction.prerequisites.perfect-distraction":"Perfect Distraction","tags.debilitation.name":"Debilitation","classes.rogue.agile-mind.description":"Your Will proficiency becomes master. A success on a Will save is a critical success.","classes.rogue.agile-mind.name":"Agile Mind","classes.rogue.choices.class-feat.prompt":"Rogue feat (level {slot})","classes.rogue.choices.key-attribute.options.cha.name":"Charisma (scoundrel)","classes.rogue.choices.key-attribute.options.cha.prerequisites.racket":"Only a scoundrel may take Charisma.","classes.rogue.choices.key-attribute.options.dex.name":"Dexterity","classes.rogue.choices.key-attribute.options.int.name":"Intelligence (mastermind)","classes.rogue.choices.key-attribute.options.int.prerequisites.racket":"Only a mastermind may take Intelligence.","classes.rogue.choices.key-attribute.options.str.name":"Strength (ruffian)","classes.rogue.choices.key-attribute.options.str.prerequisites.racket":"Only a ruffian may take Strength.","classes.rogue.choices.key-attribute.prompt":"Key attribute","classes.rogue.choices.racket.prompt":"Rogue's racket","classes.rogue.choices.skill-feat.prompt":"Skill feat (level {slot})","classes.rogue.choices.skills.prompt":"Trained skills (7 plus Intelligence)","classes.rogue.debilitating-strike.actions.debilitate.name":"Debilitating Strike","classes.rogue.debilitating-strike.actions.debilitate.options.enfeebled.name":"Enfeebled 1","classes.rogue.debilitating-strike.actions.debilitate.options.speed.name":"–10-foot status penalty to Speed","classes.rogue.debilitating-strike.actions.debilitate.results.debilitated.name":"Debilitated","classes.rogue.debilitating-strike.actions.debilitate.steps.first.prompt":"Choose a debilitation","classes.rogue.debilitating-strike.actions.debilitate.steps.second.prompt":"Choose a second debilitation","classes.rogue.debilitating-strike.description":"Free action. Trigger: your Strike hits an off-guard creature and deals damage. Until the end of your next turn, the target takes a –10-foot status penalty to its Speeds, or is enfeebled 1. A new debilitation ends any earlier one.","classes.rogue.debilitating-strike.name":"Debilitating Strike","classes.rogue.debilitations.speed.description":"A –10-foot status penalty to all Speeds, until the end of the rogue's next turn.","classes.rogue.debilitations.speed.name":"Debilitated: slowed movement","classes.rogue.deny-advantage.description":"You aren't off-guard to hidden, undetected or flanking creatures of your level or lower, or to such creatures' surprise attacks. They can still help their allies flank.","classes.rogue.deny-advantage.name":"Deny Advantage","classes.rogue.description":"A skilled opportunist who strikes where foes are unguarded. Key attribute: Dexterity or the racket's. 8 Hit Points plus Constitution per level. Expert in Perception, Reflex and Will; trained in Fortitude, simple and martial weapons, unarmed attacks, light armor, unarmored defense and the rogue class DC. Trained in Stealth, the racket's skills and 7 more skills plus Intelligence. A skill feat every level and a skill increase every level from 2nd.","classes.rogue.double-debilitation.description":"Debilitating Strike applies two debilitations at once; removing one removes both.","classes.rogue.double-debilitation.name":"Double Debilitation","classes.rogue.evasive-reflexes.description":"Your Reflex proficiency becomes master. A success on a Reflex save is a critical success.","classes.rogue.evasive-reflexes.name":"Evasive Reflexes","classes.rogue.greater-rogue-reflexes.description":"Your Reflex proficiency becomes legendary. A critical failure on a Reflex save is a failure, and a failed Reflex save against a damaging effect deals half damage.","classes.rogue.greater-rogue-reflexes.name":"Greater Rogue Reflexes","classes.rogue.greater-weapon-specialization.description":"Weapon specialization damage becomes 4 at expert, 6 at master and 8 at legendary.","classes.rogue.greater-weapon-specialization.name":"Greater Weapon Specialization","classes.rogue.light-armor-expertise.description":"Expert in light armor and unarmored defense.","classes.rogue.light-armor-expertise.name":"Light Armor Expertise","classes.rogue.light-armor-mastery.description":"Master in light armor and unarmored defense.","classes.rogue.light-armor-mastery.name":"Light Armor Mastery","classes.rogue.master-strike.description":"Your rogue class DC proficiency becomes master. Free action (incapacitation). Trigger: your Strike hits an off-guard creature and deals damage. The target attempts a Fortitude save against your class DC and is then immune for 1 day. Critical success: no effect. Success: enfeebled 2 until the end of your next turn. Failure: paralyzed for 4 rounds. Critical failure: your choice of paralyzed for 4 rounds, unconscious for 2 hours, or killed.","classes.rogue.master-strike.name":"Master Strike","classes.rogue.master-tricks.description":"Master in simple and martial weapons and unarmed attacks.","classes.rogue.master-tricks.name":"Master Tricks","classes.rogue.name":"Rogue","classes.rogue.perception-legend.description":"Your Perception proficiency becomes legendary.","classes.rogue.perception-legend.name":"Perception Legend","classes.rogue.perception-mastery.description":"Your Perception proficiency becomes master.","classes.rogue.perception-mastery.name":"Perception Mastery","classes.rogue.rackets.mastermind.choices.skill.prompt":"Trained skill (mastermind)","classes.rogue.rackets.mastermind.description":"Trained in Society and one of Arcana, Nature, Occultism or Religion; Intelligence may be your key attribute. When you succeed at Recall Knowledge to identify a creature, it is off-guard to your attacks until the start of your next turn (for 1 minute on a critical success).","classes.rogue.rackets.mastermind.name":"Mastermind","classes.rogue.rackets.ruffian.description":"Trained in Intimidation and medium armor (expert and master in it when you gain Light Armor Expertise and Mastery); Strength may be your key attribute. You can deal sneak attack damage with any weapon except a simple weapon with a damage die larger than d8 or a martial or advanced weapon with a die larger than d6. A critical hit with such a weapon against an off-guard creature applies its critical specialization effect.","classes.rogue.rackets.ruffian.name":"Ruffian","classes.rogue.rackets.scoundrel.description":"Trained in Deception and Diplomacy; Charisma may be your key attribute. When you Feint successfully, the target is off-guard to your melee attacks until the end of your next turn (to all melee attacks on a critical success). Feinting with an agile or finesse melee weapon lets you Step as a free action right after.","classes.rogue.rackets.scoundrel.name":"Scoundrel","classes.rogue.rackets.thief.description":"Trained in Thievery. When you Strike with a finesse melee weapon or finesse melee unarmed attack, you can add your Dexterity modifier to damage instead of your Strength modifier.","classes.rogue.rackets.thief.name":"Thief","classes.rogue.rogue-expertise.description":"Your rogue class DC proficiency becomes expert.","classes.rogue.rogue-expertise.name":"Rogue Expertise","classes.rogue.rogue-resilience.description":"Your Fortitude proficiency becomes expert. A success on a Fortitude save is a critical success.","classes.rogue.rogue-resilience.name":"Rogue Resilience","classes.rogue.sneak-attack.description":"When you Strike an off-guard creature with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, you deal 1d6 extra precision damage. A thrown melee weapon must be agile or finesse. The dice rise to 2d6 at 5th level, 3d6 at 11th and 4d6 at 17th.","classes.rogue.sneak-attack.name":"Sneak Attack","classes.rogue.surprise-attack.description":"On the first round of combat, if you rolled Deception or Stealth for initiative, creatures that haven't acted yet are off-guard to you.","classes.rogue.surprise-attack.name":"Surprise Attack","classes.rogue.weapon-specialization.description":"2 extra damage with weapons and unarmed attacks you are expert in, 3 at master and 4 at legendary.","classes.rogue.weapon-specialization.name":"Weapon Specialization","classes.rogue.weapon-tricks.description":"Expert in simple and martial weapons and unarmed attacks. A critical success against an off-guard creature with an agile or finesse weapon or unarmed attack applies its critical specialization effect.","classes.rogue.weapon-tricks.name":"Weapon Tricks","feats.rogue.analyze-weakness.description":"Requirement: you have identified the creature with Recall Knowledge, and your sneak attack is 2d6. Your next sneak attack against it before the end of your turn deals 2d6 more precision damage (3d6 at 11th level, 4d6 at 17th).","feats.rogue.analyze-weakness.prerequisites.sneak-attack":"Sneak attack 2d6","feats.rogue.analyze-weakness.name":"Analyze Weakness","feats.rogue.anticipate-ambush.description":"Exploration, at half your travel Speed. If an encounter starts while you are doing it, you roll Perception for initiative, and enemies rolling Stealth for initiative take a –2 circumstance penalty.","feats.rogue.anticipate-ambush.prerequisites.stealth":"Expert in Stealth","feats.rogue.anticipate-ambush.name":"Anticipate Ambush","feats.rogue.brutal-beating.description":"Ruffian. When your Strike is a critical hit and deals damage, the target is frightened 1.","feats.rogue.brutal-beating.name":"Brutal Beating","feats.rogue.brutal-beating.prerequisites.racket":"Ruffian racket","feats.rogue.clever-gambit.description":"Mastermind. Reaction. Trigger: your Strike critically hits and deals damage to a creature you have identified with Recall Knowledge. Step or Stride; the movement doesn't trigger that creature's reactions.","feats.rogue.clever-gambit.name":"Clever Gambit","feats.rogue.clever-gambit.prerequisites.racket":"Mastermind racket","feats.rogue.distracting-feint.description":"Scoundrel. While a creature is off-guard from your Feint, it also takes a –2 circumstance penalty to Perception checks and Reflex saves.","feats.rogue.distracting-feint.name":"Distracting Feint","feats.rogue.distracting-feint.prerequisites.racket":"Scoundrel racket","feats.rogue.dread-striker.description":"Frightened creatures are off-guard to you.","feats.rogue.dread-striker.name":"Dread Striker","feats.rogue.far-throw.description":"Your thrown weapons take a –1 penalty per additional range increment, not –2.","feats.rogue.far-throw.name":"Far Throw","feats.rogue.gang-up.description":"You flank any enemy within reach of both you and an ally, without being on opposite sides. It helps your allies only when they flank with you.","feats.rogue.gang-up.name":"Gang Up","feats.rogue.head-stomp.actions.head-stomp.name":"Head Stomp","feats.rogue.head-stomp.actions.head-stomp.steps.weapon.prompt":"Choose an unarmed attack","feats.rogue.head-stomp.description":"Make an unarmed melee Strike against a prone target. On a hit, it is stupefied 1 (stupefied 2 on a critical hit) and off-guard until the end of your next turn.","feats.rogue.head-stomp.name":"Head Stomp","feats.rogue.light-step.description":"You ignore difficult terrain when you Stride or Step.","feats.rogue.light-step.name":"Light Step","feats.rogue.mobility.description":"When you Stride half your Speed or less, the movement doesn't trigger reactions (or Climb, Fly or Swim, with that Speed).","feats.rogue.mobility.name":"Mobility","feats.rogue.mug.actions.mug.name":"Mug","feats.rogue.mug.actions.mug.steps.weapon.prompt":"Choose a melee weapon","feats.rogue.mug.description":"Two actions. Make a melee Strike against an adjacent enemy. If it hits and deals sneak attack damage, you can also Steal from it, even in combat.","feats.rogue.mug.name":"Mug","feats.rogue.nimble-dodge.actions.nimble-dodge.name":"Nimble Dodge","feats.rogue.nimble-dodge.description":"Reaction. Trigger: a creature targets you with an attack and you can see the attacker. Requirement: you aren't encumbered. You gain a +2 circumstance bonus to AC against the triggering attack.","feats.rogue.nimble-dodge.name":"Nimble Dodge","feats.rogue.overextending-feint.description":"When you succeed at a Feint, you can give the target a –2 circumstance penalty to its next attack roll against you before the end of its next turn instead (to all its attack rolls against you on a critical success).","feats.rogue.overextending-feint.prerequisites.deception":"Trained in Deception","feats.rogue.overextending-feint.name":"Overextending Feint","feats.rogue.plant-evidence.description":"Put an item of light or negligible Bulk you hold on a person, with a Thievery check against their Perception DC. A ruffian may do it as a free action after Shoving the target.","feats.rogue.plant-evidence.prerequisites.pickpocket":"Pickpocket","feats.rogue.plant-evidence.name":"Plant Evidence","feats.rogue.poison-weapon.description":"Requirement: you wield a weapon. Apply a contact or injury poison to it, drawing it as part of the action if you have a free hand. Each day you prepare a number of simple injury poisons equal to your level, dealing 1d4 poison damage, which only you can apply.","feats.rogue.poison-weapon.name":"Poison Weapon","feats.rogue.predictable.description":"Sense Motive against the higher of a foe's Deception DC or a hard DC of its level. Critical success: a +2 circumstance bonus to AC against it until the start of your next turn and to your next save against it before then. Success: +1. Critical failure: –1 to both.","feats.rogue.predictable.name":"Predictable!","feats.rogue.reactive-pursuit.description":"Reaction. Trigger: an adjacent foe moves away, and you can reach a space adjacent to it with a Stride. Stride, ending adjacent to it; this doesn't trigger its reactions.","feats.rogue.reactive-pursuit.name":"Reactive Pursuit","feats.rogue.sabotage.description":"Incapacitation. Requirement: a free hand. Damage an item with moving parts a creature within reach wields or carries: a Thievery check against its Reflex DC. Critical success: damage equal to four times your Thievery proficiency bonus. Success: twice it. Critical failure: it is immune to your Sabotage for a day.","feats.rogue.sabotage.name":"Sabotage","feats.rogue.scoundrels-surprise.description":"After you Impersonate using a disguise kit, drop the disguise. Creatures that failed to see through it are off-guard to your next attack before the end of your turn.","feats.rogue.scoundrels-surprise.name":"Scoundrel's Surprise","feats.rogue.shove-down.description":"Free action. Requirement: your last action was a successful Shove. Trip the target, even if it is no longer in reach.","feats.rogue.shove-down.prerequisites.athletics":"Trained in Athletics","feats.rogue.shove-down.name":"Shove Down","feats.rogue.sly-disarm.description":"You can Disarm with Thievery instead of Athletics. On a success with Thievery, the target is off-guard to your next attack before the end of your turn.","feats.rogue.sly-disarm.name":"Sly Disarm","feats.rogue.strong-arm.description":"Your thrown weapons' range increment is 10 feet longer.","feats.rogue.strong-arm.name":"Strong Arm","feats.rogue.the-harder-they-fall.description":"When you successfully Trip an off-guard foe, it takes 1d6 bludgeoning damage; on a critical success, add your sneak attack damage.","feats.rogue.the-harder-they-fall.name":"The Harder They Fall","feats.rogue.trap-finder.description":"A +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps and to saves against traps (+2 when you are master in Thievery). You find traps even when not Searching, and can disable traps that need master Thievery (legendary, at master).","feats.rogue.trap-finder.name":"Trap Finder","feats.rogue.tumble-behind.description":"When you Tumble Through a foe's space, it is off-guard to the next attack you make before the end of your turn.","feats.rogue.tumble-behind.name":"Tumble Behind","feats.rogue.twin-distraction.description":"Requirement: a melee weapon in each hand. When both Strikes of your Twin Feint deal damage, the target attempts a Will save against your class DC or is stupefied 1 until the end of your next turn.","feats.rogue.twin-distraction.name":"Twin Distraction","feats.rogue.twin-distraction.prerequisites.twin-feint":"Twin Feint","feats.rogue.twin-feint.actions.twin-feint.name":"Twin Feint","feats.rogue.twin-feint.actions.twin-feint.steps.first.prompt":"First Strike: choose a melee weapon","feats.rogue.twin-feint.actions.twin-feint.steps.second.prompt":"Second Strike: choose your other melee weapon","feats.rogue.twin-feint.description":"Two actions. Requirement: a melee weapon in each hand. Strike the same target with each weapon. The target is off-guard to the second Strike. Both count toward your multiple attack penalty.","feats.rogue.twin-feint.name":"Twin Feint","feats.rogue.twist-the-knife.actions.twist-the-knife.name":"Twist the Knife","feats.rogue.twist-the-knife.actions.twist-the-knife.results.bleeding.name":"Bleeding","feats.rogue.twist-the-knife.description":"Requirement: your last action was a melee Strike that dealt sneak attack damage to an off-guard target. The target takes persistent bleed damage equal to your number of sneak attack dice.","feats.rogue.twist-the-knife.name":"Twist the Knife","feats.rogue.unbalancing-blow.description":"Thief. When your Strike is a critical hit and deals damage, the target is off-guard to your attacks until the end of your next turn.","feats.rogue.unbalancing-blow.name":"Unbalancing Blow","feats.rogue.unbalancing-blow.prerequisites.racket":"Thief racket","feats.rogue.underhanded-assault.actions.underhanded-assault.name":"Underhanded Assault","feats.rogue.underhanded-assault.actions.underhanded-assault.steps.weapon.prompt":"Choose a melee weapon","feats.rogue.underhanded-assault.description":"Two actions. Sneak up to a foe adjacent to one of your allies, rolling against it as if hidden, with a –2 penalty to the Stealth check. If the check succeeds, make a melee Strike against that foe at the end of the Sneak.","feats.rogue.underhanded-assault.prerequisites.stealth":"Trained in Stealth","feats.rogue.underhanded-assault.name":"Underhanded Assault","feats.rogue.watch-your-back.description":"An Intimidation check against the Will DC of a creature within 30 feet. On a success, for 1 minute it gains a +2 status bonus to Perception checks against you and takes a –2 status penalty to Will saves against fear.","feats.rogue.watch-your-back.prerequisites.intimidation":"Trained in Intimidation","feats.rogue.watch-your-back.name":"Watch Your Back","feats.rogue.youre-next.description":"Reaction. Trigger: you reduce an enemy to 0 Hit Points. Demoralize a creature within 60 feet with a +2 circumstance bonus. At legendary Intimidation, it is a free action.","feats.rogue.youre-next.prerequisites.intimidation":"Trained in Intimidation","feats.rogue.youre-next.name":"You're Next","fields.nimbleDodge.active.name":"Nimble Dodge","fields.sneakAttack.dice.name":"Sneak attack dice","situational.againstTrap.name":"Against a trap (Trap Finder)","tags.precision.name":"Precision","runes.greater-corrosive.name":"Greater corrosive {base}","runes.greater-corrosive.description":"On a hit, 1d6 extra acid damage that ignores acid resistance; a critical hit deals 6d6 acid damage to the target's armor (or raised shield).","runes.greater-corrosive.block":"**Greater corrosive rune** — *Rune 15*{has_tags, select, true { · {tags_name}} other {}} · 6,500 gp","runes.greater-decaying.name":"Greater decaying {base}","runes.greater-decaying.description":"On a hit, 1d4 extra void damage, plus 4d4 persistent void damage on a critical hit; it ignores void resistance and immunity.","runes.greater-decaying.block":"**Greater decaying rune** — *Rune 15*{has_tags, select, true { · {tags_name}} other {}} · 6,500 gp","runes.greater-fearsome.name":"Greater fearsome {base}","runes.greater-fearsome.description":"On a critical hit, the target becomes frightened 2.","runes.greater-fearsome.block":"**Greater fearsome rune** — *Rune 12*{has_tags, select, true { · {tags_name}} other {}} · 2,000 gp","runes.greater-flaming.name":"Greater flaming {base}","runes.greater-flaming.description":"On a hit, 1d6 extra fire damage, plus 2d10 persistent fire damage on a critical hit; its fire damage ignores fire resistance.","runes.greater-flaming.block":"**Greater flaming rune** — *Rune 15*{has_tags, select, true { · {tags_name}} other {}} · 6,500 gp","runes.greater-frost.name":"Greater frost {base}","runes.greater-frost.description":"On a hit, 1d6 extra cold damage that ignores cold resistance. On a critical hit, the target is slowed 1 until the end of your next turn unless it succeeds at a DC 34 Fortitude save.","runes.greater-frost.block":"**Greater frost rune** — *Rune 15*{has_tags, select, true { · {tags_name}} other {}} · 6,500 gp","runes.greater-shock.name":"Greater shock {base}","runes.greater-shock.description":"On a hit, 1d6 extra electricity damage that ignores electricity resistance; a critical hit arcs the same damage to up to two other creatures within 10 feet.","runes.greater-shock.block":"**Greater shock rune** — *Rune 15*{has_tags, select, true { · {tags_name}} other {}} · 6,500 gp","runes.greater-thundering.name":"Greater thundering {base}","runes.greater-thundering.description":"On a hit, 1d6 extra sonic damage that ignores sonic resistance. On a critical hit, the target must succeed at a DC 34 Fortitude save or be permanently deafened.","runes.greater-thundering.block":"**Greater thundering rune** — *Rune 15*{has_tags, select, true { · {tags_name}} other {}} · 6,500 gp","runes.greater-vitalizing.name":"Greater vitalizing {base}","runes.greater-vitalizing.description":"Against undead, 2d6 persistent vitality damage on a hit; on a critical hit, the undead is also enfeebled 1 and stupefied 1 while it has that damage.","runes.greater-vitalizing.block":"**Greater vitalizing rune** — *Rune 14*{has_tags, select, true { · {tags_name}} other {}} · 4,300 gp","runes.astral.name":"Astral {base}","runes.astral.description":"As ghost touch, and 1d6 extra spirit damage on a hit. It doesn't harm a possessed creature; a critical hit on a possessing creature expels it unless it succeeds at a DC 26 Will save.","runes.astral.block":"**Astral rune** — *Rune 8*{has_tags, select, true { · {tags_name}} other {}} · 450 gp","runes.greater-astral.name":"Greater astral {base}","runes.greater-astral.description":"As ghost touch, and 1d6 extra spirit damage on a hit that ignores spirit resistance. It doesn't harm a possessed creature; a critical hit on a possessing creature expels it unless it succeeds at a DC 36 Will save.","runes.greater-astral.block":"**Greater astral rune** — *Rune 15*{has_tags, select, true { · {tags_name}} other {}} · 6,000 gp","runes.brilliant.name":"Brilliant {base}","runes.brilliant.description":"On a hit, 1d4 extra fire damage, plus 1d4 spirit damage to fiends and 1d4 vitality damage to undead. A critical hit blinds the target for 1 round unless it succeeds at a DC 29 Fortitude save. Shine Bright (1 action): counteract magical darkness within reach.","runes.brilliant.block":"**Brilliant rune** — *Rune 12*{has_tags, select, true { · {tags_name}} other {}} · 2,000 gp","runes.greater-brilliant.name":"Greater brilliant {base}","runes.greater-brilliant.description":"On a hit, 1d4 extra fire damage, plus 1d4 spirit damage to fiends and 1d4 vitality damage to undead. A critical hit blinds the target for 1 round unless it succeeds at a DC 41 Fortitude save. Shine Bright (1 action): counteract magical darkness within reach.","runes.greater-brilliant.block":"**Greater brilliant rune** — *Rune 18*{has_tags, select, true { · {tags_name}} other {}} · 24,000 gp","runes.extending.name":"Extending {base}","runes.extending.description":"Extend (2 actions): Strike with the weapon at a reach of 60 feet.","runes.extending.block":"**Extending rune** — *Rune 9*{has_tags, select, true { · {tags_name}} other {}} · For melee weapons · 700 gp","runes.greater-extending.name":"Greater extending {base}","runes.greater-extending.description":"Extend (2 actions): Strike with the weapon at a reach of 120 feet.","runes.greater-extending.block":"**Greater extending rune** — *Rune 13*{has_tags, select, true { · {tags_name}} other {}} · For melee weapons · 3,000 gp","runes.animated.name":"Animated {base}","runes.animated.description":"Set Free (2 actions): release the weapon to fight on its own: at the end of your turns it flies 40 feet and Flies again or Strikes (+24 plus its item bonus, no Strength), until you grab it or it fails a flat check.","runes.animated.block":"**Animated rune** — *Rune 13*{has_tags, select, true { · {tags_name}} other {}} · For melee weapons · 2,700 gp","runes.grievous.name":"Grievous {base}","runes.grievous.description":"A critical hit that gets the critical specialization effect gets an extra benefit by the weapon group.","runes.grievous.block":"**Grievous rune** — *Rune 9*{has_tags, select, true { · {tags_name}} other {}} · 700 gp","runes.quickstrike.name":"Quickstrike {base}","runes.quickstrike.description":"While you wield it, you are quickened, using the extra action only to Strike with this weapon.","runes.quickstrike.block":"**Quickstrike rune** — *Rune 16*{has_tags, select, true { · {tags_name}} other {}} · 10,000 gp","runes.shockwave.name":"Shockwave {base}","runes.shockwave.description":"Strikes with it deal bludgeoning splash damage equal to its number of weapon damage dice; you are immune to it.","runes.shockwave.block":"**Shockwave rune** — *Rune 13*{has_tags, select, true { · {tags_name}} other {}} · For bludgeoning melee weapons · 3,000 gp","runes.spell-reservoir.name":"Spell reservoir {base}","runes.spell-reservoir.description":"Holds one spell of 3rd rank or lower (2 actions or fewer, able to target another creature), cast into it over 1 minute. Channeled Release (2 actions): Strike, and on a hit the spell targets the creature (DC 30, or your attack roll for a spell attack). Safe Release (1 action): empty it.","runes.spell-reservoir.block":"**Spell reservoir rune** — *Rune 13*{has_tags, select, true { · {tags_name}} other {}} · For melee weapons · 2,700 gp","runes.vorpal.name":"Vorpal {base}","runes.vorpal.description":"Snicker-Snack (reaction): on a natural 20 critical hit dealing slashing damage to a creature with a head, it must succeed at a DC 37 Fortitude save or be decapitated.","runes.vorpal.block":"**Vorpal rune** — *Rune 17*{has_tags, select, true { · {tags_name}} other {}} · For slashing melee weapons · 15,000 gp","runes.antimagic.name":"{base} (antimagic)","runes.antimagic.description":"A +1 status bonus to saves against magical effects. Antimagic Armor (reaction, once per day): when a spell targets you or includes you, counteract it as 7th-rank dispel magic (+26).","runes.antimagic.block":"**Antimagic rune** — *Rune 15*{has_tags, select, true { · {tags_name}} other {}} · 6,500 gp","runes.raiment.name":"{base} (raiment)","runes.raiment.description":"Costume Change (1 action): the armor looks like ordinary or fine clothes of your choice (DC 25 to disbelieve, with truesight).","runes.raiment.block":"**Raiment rune** — *Rune 5*{has_tags, select, true { · {tags_name}} other {}} · 140 gp","runes.size-changing.name":"{base} (size-changing)","runes.size-changing.description":"Change Size (1 action, once per day): the armor casts enlarge or shrink on you.","runes.size-changing.block":"**Size-changing rune** — *Rune 7*{has_tags, select, true { · {tags_name}} other {}} · 350 gp","runes.size-changing.options.change-size.name":"Change Size (the armor's daily activation)","runes.invisibility.name":"{base} (invisibility)","runes.invisibility.description":"Go Invisible (1 action, once per day): you become invisible for 1 minute, as 2nd-rank invisibility.","runes.invisibility.block":"**Invisibility rune** — *Rune 8*{has_tags, select, true { · {tags_name}} other {}} · For light armor · 500 gp","runes.invisibility.options.go-invisible.name":"Go Invisible (the armor's activation)","runes.greater-invisibility.name":"{base} (greater invisibility)","runes.greater-invisibility.description":"Go Invisible (1 action, three times per day): you become invisible for 1 minute, as 2nd-rank invisibility.","runes.greater-invisibility.block":"**Greater invisibility rune** — *Rune 10*{has_tags, select, true { · {tags_name}} other {}} · For light armor · 1,000 gp","runes.greater-invisibility.options.go-invisible.name":"Go Invisible (the armor's activation)","runes.winged.name":"{base} (winged)","runes.winged.description":"Take to the Skies (2 actions, once per hour): a fly Speed of 25 feet or your land Speed, whichever is slower, for 5 minutes.","runes.winged.block":"**Winged rune** — *Rune 13*{has_tags, select, true { · {tags_name}} other {}} · 2,500 gp","runes.greater-winged.name":"{base} (greater winged)","runes.greater-winged.description":"Take to the Skies (2 actions): the wings become tangible indefinitely, a fly Speed of 25 feet or your land Speed, whichever is slower, until you Dismiss them.","runes.greater-winged.block":"**Greater winged rune** — *Rune 19*{has_tags, select, true { · {tags_name}} other {}} · 35,000 gp","materials.adamantine-weapon-standard.name":"{base} (adamantine, standard-grade)","materials.adamantine-weapon-standard.description":"Item 11, standard-grade. Adamantine: shiny black and nearly unbreakable; adamantine weapons treat objects as having half their Hardness.","materials.adamantine-weapon-standard.block":"**Adamantine weapon (standard-grade)** — *Material 11*{has_tags, select, true { · {tags_name}} other {}}","materials.adamantine-weapon-high.name":"{base} (adamantine, high-grade)","materials.adamantine-weapon-high.description":"Item 17, high-grade. Adamantine: shiny black and nearly unbreakable; adamantine weapons treat objects as having half their Hardness.","materials.adamantine-weapon-high.block":"**Adamantine weapon (high-grade)** — *Material 17*{has_tags, select, true { · {tags_name}} other {}}","materials.cold-iron-weapon-low.name":"{base} (cold iron, low-grade)","materials.cold-iron-weapon-low.description":"Item 2, low-grade. Cold iron: harms creatures with weakness to cold iron, such as demons and fey.","materials.cold-iron-weapon-low.block":"**Cold iron weapon (low-grade)** — *Material 2*{has_tags, select, true { · {tags_name}} other {}}","materials.cold-iron-weapon-standard.name":"{base} (cold iron, standard-grade)","materials.cold-iron-weapon-standard.description":"Item 10, standard-grade. Cold iron: harms creatures with weakness to cold iron, such as demons and fey.","materials.cold-iron-weapon-standard.block":"**Cold iron weapon (standard-grade)** — *Material 10*{has_tags, select, true { · {tags_name}} other {}}","materials.cold-iron-weapon-high.name":"{base} (cold iron, high-grade)","materials.cold-iron-weapon-high.description":"Item 16, high-grade. Cold iron: harms creatures with weakness to cold iron, such as demons and fey.","materials.cold-iron-weapon-high.block":"**Cold iron weapon (high-grade)** — *Material 16*{has_tags, select, true { · {tags_name}} other {}}","materials.dawnsilver-weapon-standard.name":"{base} (dawnsilver, standard-grade)","materials.dawnsilver-weapon-standard.description":"Item 11, standard-grade. Dawnsilver: light and durable, it counts as silver; its items are 1 Bulk lighter.","materials.dawnsilver-weapon-standard.block":"**Dawnsilver weapon (standard-grade)** — *Material 11*{has_tags, select, true { · {tags_name}} other {}}","materials.dawnsilver-weapon-high.name":"{base} (dawnsilver, high-grade)","materials.dawnsilver-weapon-high.description":"Item 17, high-grade. Dawnsilver: light and durable, it counts as silver; its items are 1 Bulk lighter.","materials.dawnsilver-weapon-high.block":"**Dawnsilver weapon (high-grade)** — *Material 17*{has_tags, select, true { · {tags_name}} other {}}","materials.duskwood-weapon-standard.name":"{base} (duskwood, standard-grade)","materials.duskwood-weapon-standard.description":"Item 11, standard-grade. Duskwood: a light, dark wood; its items are 1 Bulk lighter.","materials.duskwood-weapon-standard.block":"**Duskwood weapon (standard-grade)** — *Material 11*{has_tags, select, true { · {tags_name}} other {}}","materials.duskwood-weapon-high.name":"{base} (duskwood, high-grade)","materials.duskwood-weapon-high.description":"Item 17, high-grade. Duskwood: a light, dark wood; its items are 1 Bulk lighter.","materials.duskwood-weapon-high.block":"**Duskwood weapon (high-grade)** — *Material 17*{has_tags, select, true { · {tags_name}} other {}}","materials.orichalcum-weapon-high.name":"{base} (orichalcum, high-grade)","materials.orichalcum-weapon-high.description":"Item 18, high-grade. Orichalcum: a time-bending skymetal that repairs itself; its weapons and armor hold four property runes.","materials.orichalcum-weapon-high.block":"**Orichalcum weapon (high-grade)** — *Material 18*{has_tags, select, true { · {tags_name}} other {}}","materials.silver-weapon-low.name":"{base} (silver, low-grade)","materials.silver-weapon-low.description":"Item 2, low-grade. Silver: harms creatures with weakness to silver, such as werecreatures, and ignores some devils' resistances.","materials.silver-weapon-low.block":"**Silver weapon (low-grade)** — *Material 2*{has_tags, select, true { · {tags_name}} other {}}","materials.silver-weapon-standard.name":"{base} (silver, standard-grade)","materials.silver-weapon-standard.description":"Item 10, standard-grade. Silver: harms creatures with weakness to silver, such as werecreatures, and ignores some devils' resistances.","materials.silver-weapon-standard.block":"**Silver weapon (standard-grade)** — *Material 10*{has_tags, select, true { · {tags_name}} other {}}","materials.silver-weapon-high.name":"{base} (silver, high-grade)","materials.silver-weapon-high.description":"Item 16, high-grade. Silver: harms creatures with weakness to silver, such as werecreatures, and ignores some devils' resistances.","materials.silver-weapon-high.block":"**Silver weapon (high-grade)** — *Material 16*{has_tags, select, true { · {tags_name}} other {}}","materials.adamantine-armor-standard.name":"{base} (adamantine, standard-grade)","materials.adamantine-armor-standard.description":"Item 12, standard-grade. Adamantine: shiny black and nearly unbreakable; adamantine weapons treat objects as having half their Hardness.","materials.adamantine-armor-standard.block":"**Adamantine armor (standard-grade)** — *Material 12*{has_tags, select, true { · {tags_name}} other {}}","materials.adamantine-armor-high.name":"{base} (adamantine, high-grade)","materials.adamantine-armor-high.description":"Item 19, high-grade. Adamantine: shiny black and nearly unbreakable; adamantine weapons treat objects as having half their Hardness.","materials.adamantine-armor-high.block":"**Adamantine armor (high-grade)** — *Material 19*{has_tags, select, true { · {tags_name}} other {}}","materials.cold-iron-armor-low.name":"{base} (cold iron, low-grade)","materials.cold-iron-armor-low.description":"Item 5, low-grade. Cold iron: harms creatures with weakness to cold iron, such as demons and fey. A creature weak to cold iron that critically fails an unarmed attack against you, or wears it, is sickened 1.","materials.cold-iron-armor-low.block":"**Cold iron armor (low-grade)** — *Material 5*{has_tags, select, true { · {tags_name}} other {}}","materials.cold-iron-armor-standard.name":"{base} (cold iron, standard-grade)","materials.cold-iron-armor-standard.description":"Item 11, standard-grade. Cold iron: harms creatures with weakness to cold iron, such as demons and fey. A creature weak to cold iron that critically fails an unarmed attack against you, or wears it, is sickened 1.","materials.cold-iron-armor-standard.block":"**Cold iron armor (standard-grade)** — *Material 11*{has_tags, select, true { · {tags_name}} other {}}","materials.cold-iron-armor-high.name":"{base} (cold iron, high-grade)","materials.cold-iron-armor-high.description":"Item 18, high-grade. Cold iron: harms creatures with weakness to cold iron, such as demons and fey. A creature weak to cold iron that critically fails an unarmed attack against you, or wears it, is sickened 1.","materials.cold-iron-armor-high.block":"**Cold iron armor (high-grade)** — *Material 18*{has_tags, select, true { · {tags_name}} other {}}","materials.dawnsilver-armor-standard.name":"{base} (dawnsilver, standard-grade)","materials.dawnsilver-armor-standard.description":"Item 12, standard-grade. Dawnsilver: light and durable, it counts as silver; its items are 1 Bulk lighter. Its Strength requirement is 1 lower and its Speed penalty 5 feet less.","materials.dawnsilver-armor-standard.block":"**Dawnsilver armor (standard-grade)** — *Material 12*{has_tags, select, true { · {tags_name}} other {}}","materials.dawnsilver-armor-high.name":"{base} (dawnsilver, high-grade)","materials.dawnsilver-armor-high.description":"Item 19, high-grade. Dawnsilver: light and durable, it counts as silver; its items are 1 Bulk lighter. Its Strength requirement is 1 lower and its Speed penalty 5 feet less.","materials.dawnsilver-armor-high.block":"**Dawnsilver armor (high-grade)** — *Material 19*{has_tags, select, true { · {tags_name}} other {}}","materials.duskwood-armor-standard.name":"{base} (duskwood, standard-grade)","materials.duskwood-armor-standard.description":"Item 12, standard-grade. Duskwood: a light, dark wood; its items are 1 Bulk lighter. Its Strength requirement is 1 lower and its Speed penalty 5 feet less.","materials.duskwood-armor-standard.block":"**Duskwood armor (standard-grade)** — *Material 12*{has_tags, select, true { · {tags_name}} other {}}","materials.duskwood-armor-high.name":"{base} (duskwood, high-grade)","materials.duskwood-armor-high.description":"Item 19, high-grade. Duskwood: a light, dark wood; its items are 1 Bulk lighter. Its Strength requirement is 1 lower and its Speed penalty 5 feet less.","materials.duskwood-armor-high.block":"**Duskwood armor (high-grade)** — *Material 19*{has_tags, select, true { · {tags_name}} other {}}","materials.orichalcum-armor-high.name":"{base} (orichalcum, high-grade)","materials.orichalcum-armor-high.description":"Item 20, high-grade. Orichalcum: a time-bending skymetal that repairs itself; its weapons and armor hold four property runes. It holds four property runes and gives a +1 circumstance bonus to initiative.","materials.orichalcum-armor-high.block":"**Orichalcum armor (high-grade)** — *Material 20*{has_tags, select, true { · {tags_name}} other {}}","materials.silver-armor-low.name":"{base} (silver, low-grade)","materials.silver-armor-low.description":"Item 5, low-grade. Silver: harms creatures with weakness to silver, such as werecreatures, and ignores some devils' resistances. A creature weak to silver that critically fails an unarmed attack against you, or wears it, is sickened 1.","materials.silver-armor-low.block":"**Silver armor (low-grade)** — *Material 5*{has_tags, select, true { · {tags_name}} other {}}","materials.silver-armor-standard.name":"{base} (silver, standard-grade)","materials.silver-armor-standard.description":"Item 11, standard-grade. Silver: harms creatures with weakness to silver, such as werecreatures, and ignores some devils' resistances. A creature weak to silver that critically fails an unarmed attack against you, or wears it, is sickened 1.","materials.silver-armor-standard.block":"**Silver armor (standard-grade)** — *Material 11*{has_tags, select, true { · {tags_name}} other {}}","materials.silver-armor-high.name":"{base} (silver, high-grade)","materials.silver-armor-high.description":"Item 18, high-grade. Silver: harms creatures with weakness to silver, such as werecreatures, and ignores some devils' resistances. A creature weak to silver that critically fails an unarmed attack against you, or wears it, is sickened 1.","materials.silver-armor-high.block":"**Silver armor (high-grade)** — *Material 18*{has_tags, select, true { · {tags_name}} other {}}","materials.dragonhide-armor-standard.name":"{base} (dragonhide, standard-grade)","materials.dragonhide-armor-standard.description":"Item 12, standard-grade. Dragonhide: immune to one damage type by the dragon's tradition. A +1 circumstance bonus to AC and saves against the immune damage type.","materials.dragonhide-armor-standard.block":"**Dragonhide armor (standard-grade)** — *Material 12*{has_tags, select, true { · {tags_name}} other {}}","materials.dragonhide-armor-high.name":"{base} (dragonhide, high-grade)","materials.dragonhide-armor-high.description":"Item 19, high-grade. Dragonhide: immune to one damage type by the dragon's tradition. A +1 circumstance bonus to AC and saves against the immune damage type.","materials.dragonhide-armor-high.block":"**Dragonhide armor (high-grade)** — *Material 19*{has_tags, select, true { · {tags_name}} other {}}","materials.adamantine-shield-standard.name":"{base} (adamantine, standard-grade)","materials.adamantine-shield-standard.description":"Item 8, standard-grade. Adamantine: shiny black and nearly unbreakable; adamantine weapons treat objects as having half their Hardness. Used to bash, it counts as a weapon of the material.","materials.adamantine-shield-standard.block":"**Adamantine shield (standard-grade)** — *Material 8*{has_tags, select, true { · {tags_name}} other {}}","materials.adamantine-shield-high.name":"{base} (adamantine, high-grade)","materials.adamantine-shield-high.description":"Item 16, high-grade. Adamantine: shiny black and nearly unbreakable; adamantine weapons treat objects as having half their Hardness. Used to bash, it counts as a weapon of the material.","materials.adamantine-shield-high.block":"**Adamantine shield (high-grade)** — *Material 16*{has_tags, select, true { · {tags_name}} other {}}","materials.cold-iron-shield-low.name":"{base} (cold iron, low-grade)","materials.cold-iron-shield-low.description":"Item 2, low-grade. Cold iron: harms creatures with weakness to cold iron, such as demons and fey. Used to bash, it counts as a weapon of the material.","materials.cold-iron-shield-low.block":"**Cold iron shield (low-grade)** — *Material 2*{has_tags, select, true { · {tags_name}} other {}}","materials.cold-iron-shield-standard.name":"{base} (cold iron, standard-grade)","materials.cold-iron-shield-standard.description":"Item 7, standard-grade. Cold iron: harms creatures with weakness to cold iron, such as demons and fey. Used to bash, it counts as a weapon of the material.","materials.cold-iron-shield-standard.block":"**Cold iron shield (standard-grade)** — *Material 7*{has_tags, select, true { · {tags_name}} other {}}","materials.cold-iron-shield-high.name":"{base} (cold iron, high-grade)","materials.cold-iron-shield-high.description":"Item 15, high-grade. Cold iron: harms creatures with weakness to cold iron, such as demons and fey. Used to bash, it counts as a weapon of the material.","materials.cold-iron-shield-high.block":"**Cold iron shield (high-grade)** — *Material 15*{has_tags, select, true { · {tags_name}} other {}}","materials.dawnsilver-shield-standard.name":"{base} (dawnsilver, standard-grade)","materials.dawnsilver-shield-standard.description":"Item 8, standard-grade. Dawnsilver: light and durable, it counts as silver; its items are 1 Bulk lighter. Used to bash, it counts as a weapon of the material.","materials.dawnsilver-shield-standard.block":"**Dawnsilver shield (standard-grade)** — *Material 8*{has_tags, select, true { · {tags_name}} other {}}","materials.dawnsilver-shield-high.name":"{base} (dawnsilver, high-grade)","materials.dawnsilver-shield-high.description":"Item 16, high-grade. Dawnsilver: light and durable, it counts as silver; its items are 1 Bulk lighter. Used to bash, it counts as a weapon of the material.","materials.dawnsilver-shield-high.block":"**Dawnsilver shield (high-grade)** — *Material 16*{has_tags, select, true { · {tags_name}} other {}}","materials.duskwood-shield-standard.name":"{base} (duskwood, standard-grade)","materials.duskwood-shield-standard.description":"Item 8, standard-grade. Duskwood: a light, dark wood; its items are 1 Bulk lighter. Used to bash, it counts as a weapon of the material.","materials.duskwood-shield-standard.block":"**Duskwood shield (standard-grade)** — *Material 8*{has_tags, select, true { · {tags_name}} other {}}","materials.duskwood-shield-high.name":"{base} (duskwood, high-grade)","materials.duskwood-shield-high.description":"Item 16, high-grade. Duskwood: a light, dark wood; its items are 1 Bulk lighter. Used to bash, it counts as a weapon of the material.","materials.duskwood-shield-high.block":"**Duskwood shield (high-grade)** — *Material 16*{has_tags, select, true { · {tags_name}} other {}}","materials.orichalcum-shield-high.name":"{base} (orichalcum, high-grade)","materials.orichalcum-shield-high.description":"Item 17, high-grade. Orichalcum: a time-bending skymetal that repairs itself; its weapons and armor hold four property runes. Used to bash, it counts as a weapon of the material.","materials.orichalcum-shield-high.block":"**Orichalcum shield (high-grade)** — *Material 17*{has_tags, select, true { · {tags_name}} other {}}","materials.silver-shield-low.name":"{base} (silver, low-grade)","materials.silver-shield-low.description":"Item 2, low-grade. Silver: harms creatures with weakness to silver, such as werecreatures, and ignores some devils' resistances. Used to bash, it counts as a weapon of the material.","materials.silver-shield-low.block":"**Silver shield (low-grade)** — *Material 2*{has_tags, select, true { · {tags_name}} other {}}","materials.silver-shield-standard.name":"{base} (silver, standard-grade)","materials.silver-shield-standard.description":"Item 7, standard-grade. Silver: harms creatures with weakness to silver, such as werecreatures, and ignores some devils' resistances. Used to bash, it counts as a weapon of the material.","materials.silver-shield-standard.block":"**Silver shield (standard-grade)** — *Material 7*{has_tags, select, true { · {tags_name}} other {}}","materials.silver-shield-high.name":"{base} (silver, high-grade)","materials.silver-shield-high.description":"Item 15, high-grade. Silver: harms creatures with weakness to silver, such as werecreatures, and ignores some devils' resistances. Used to bash, it counts as a weapon of the material.","materials.silver-shield-high.block":"**Silver shield (high-grade)** — *Material 15*{has_tags, select, true { · {tags_name}} other {}}","materials.dragonhide-shield-standard.name":"{base} (dragonhide, standard-grade)","materials.dragonhide-shield-standard.description":"Item 8, standard-grade. Dragonhide: immune to one damage type by the dragon's tradition. Used to bash, it counts as a weapon of the material.","materials.dragonhide-shield-standard.block":"**Dragonhide shield (standard-grade)** — *Material 8*{has_tags, select, true { · {tags_name}} other {}}","materials.dragonhide-shield-high.name":"{base} (dragonhide, high-grade)","materials.dragonhide-shield-high.description":"Item 16, high-grade. Dragonhide: immune to one damage type by the dragon's tradition. Used to bash, it counts as a weapon of the material.","materials.dragonhide-shield-high.block":"**Dragonhide shield (high-grade)** — *Material 16*{has_tags, select, true { · {tags_name}} other {}}","runes.winged.actions.take-to-the-skies.name":"Take to the Skies","runes.winged.actions.take-to-the-skies.description":"A fly Speed of 25 feet or your land Speed, whichever is slower, for 5 minutes.","runes.winged.actions.take-to-the-skies.results.flying.name":"Flying","runes.greater-winged.actions.take-to-the-skies.name":"Take to the Skies","runes.greater-winged.actions.take-to-the-skies.description":"A fly Speed of 25 feet or your land Speed, whichever is slower, until you Dismiss the wings.","runes.greater-winged.actions.take-to-the-skies.results.flying.name":"Flying","effects.winged-flight.name":"Winged flight","effects.winged-flight.description":"A fly Speed of 25 feet or your land Speed, whichever is slower.","actions.administer-first-aid.description":"2 actions with a healer's toolkit: Medicine to stabilize a dying creature (DC 5 + its recovery DC; success: no longer dying, still unconscious; critical failure: dying rises by 1) or to stop bleeding (the bleed's DC; success: an assisted flat check; critical failure: it takes the bleed damage).","actions.administer-first-aid.name":"Administer First Aid","actions.administer-first-aid.options.bleeding.name":"Stop bleeding","actions.administer-first-aid.options.frightened.name":"Lower frightened","actions.administer-first-aid.options.sickened.name":"Lower sickened","actions.administer-first-aid.options.stabilize.name":"Stabilize","actions.administer-first-aid.params.dc.name":"DC","actions.administer-first-aid.participants.patient.name":"Patient","actions.administer-first-aid.steps.aim.prompt":"What to treat","actions.aid.description":"Reaction, after preparing on your turn: a check the GM picks, usually against DC 15. Your ally gets +2 on a critical success (+3 if you're a master, +4 if legendary), +1 on a success, −1 on a critical failure.","actions.aid.name":"Aid","actions.aid.params.dc.name":"DC","actions.aid.params.skill.name":"Skill","actions.avoid-notice.description":"Exploration, at half speed: a Stealth check against the Perception DCs of creatures that might notice you, which is also your initiative roll.","actions.avoid-notice.name":"Avoid Notice","actions.avoid-notice.params.dc.name":"DC","actions.avoid-notice.participants.observer.name":"Observers","actions.balance.description":"1 action: Acrobatics against the surface's DC to cross a narrow or uneven surface, off-guard while on it. Critical success: move your Speed; success: as difficult terrain; failure: stay or fall; critical failure: fall. A fall ends your turn.","actions.balance.name":"Balance","actions.balance.params.dc.name":"DC","actions.climb.description":"1 action, two hands free: Athletics against the GM's DC to move 5 feet along an incline (more with a high Speed), 5 more on a critical success. You're off-guard unless you have a climb Speed. Critical failure: you fall.","actions.climb.name":"Climb","actions.climb.params.dc.name":"DC","actions.coerce.description":"A minute of conversation: Intimidation against the target's Will DC. Success: it complies for up to a day, then turns unfriendly (and may act against you); failure: it refuses and turns unfriendly; critical failure: hostile and immune for a week.","actions.coerce.name":"Coerce","actions.coerce.params.dc.name":"DC","actions.coerce.participants.target.name":"Target","actions.command-an-animal.description":"1 action: Nature against the animal's Will DC (automatic failure if it's hostile or unfriendly, one degree better if helpful). Success: it does as told on its next turn; failure: nothing; critical failure: something else.","actions.command-an-animal.name":"Command an Animal","actions.command-an-animal.params.attitude.name":"The animal's attitude","actions.command-an-animal.params.dc.name":"DC","actions.command-an-animal.participants.target.name":"Target","actions.conceal-an-object.description":"1 action, secret: Stealth against each passive observer's Perception DC to keep a small object hidden on you or somewhere else. Success: it stays undetected.","actions.conceal-an-object.name":"Conceal an Object","actions.conceal-an-object.params.dc.name":"DC","actions.conceal-an-object.participants.observer.name":"Observers","actions.cover-tracks.description":"Trained, exploration, at half travel Speed: no check; anyone Tracking you must beat your Survival DC if it's higher than the usual DC.","actions.cover-tracks.name":"Cover Tracks","actions.cover-tracks.results.covered.name":"Tracks covered","actions.craft.description":"Trained, downtime: Crafting against the GM's DC to make an item of your level or lower. On a success, each extra day takes the Income Earned amount for your level (and rank) off the materials still needed; a critical success counts a level higher. Critical failure: 10% of the materials are ruined.","actions.craft.name":"Craft","actions.craft.params.dc.name":"DC","actions.craft.params.itemLevel.name":"Item level","actions.create-a-diversion.description":"1 action: one Deception check against the Perception DC of each creature you want to distract. You're hidden to those you succeed against until the end of your turn or until you act. Each gets +4 against your Diversions for a minute.","actions.create-a-diversion.name":"Create a Diversion","actions.create-a-diversion.params.dc.name":"DC","actions.create-a-diversion.participants.observer.name":"Observers","actions.create-forgery.description":"Trained, downtime: a secret Society check, usually DC 20, to forge a document. On a failure, observers who beat your result with Perception or Society notice it.","actions.create-forgery.name":"Create Forgery","actions.create-forgery.params.dc.name":"DC","actions.decipher-writing.description":"Trained: Arcana, Occultism, Religion or Society against the GM's DC to understand an obscure or coded text. Failure: −2 to further tries; critical failure: you misread it.","actions.decipher-writing.name":"Decipher Writing","actions.decipher-writing.params.dc.name":"DC","actions.decipher-writing.params.skill.name":"Skill","actions.demoralize.description":"1 action: Intimidation against the Will DC of a creature within 30 feet (−4 if it doesn't understand you). Success: frightened 1; critical success: frightened 2. It's then immune to your Demoralize for 10 minutes.","actions.demoralize.name":"Demoralize","actions.demoralize.params.dc.name":"DC","actions.demoralize.participants.target.name":"Target","actions.disable-a-device.description":"2 actions, trained: Thievery against the device's DC. Success: one success toward disabling it; critical success: two, leaving no trace. Critical failure: you trigger it.","actions.disable-a-device.name":"Disable a Device","actions.disable-a-device.params.dc.name":"DC","actions.disarm.description":"1 action, attack, trained: Athletics against the target's Reflex DC. Critical success: the item falls; success: +2 to Disarm it again and −2 to its checks with the item. Critical failure: you're off-guard until your next turn.","actions.disarm.name":"Disarm","actions.disarm.params.attack.name":"Attack this turn (1st, 2nd, 3rd)","actions.disarm.params.attack.description":"For the multiple attack penalty: 1 for the first attack this turn.","actions.disarm.params.dc.name":"DC","actions.disarm.participants.target.name":"Target","actions.earn-income.description":"Trained, downtime: Crafting, Lore or Performance on a task of a level the GM sets, against its DC. A day's pay comes from the Income Earned table by your rank; a critical success pays as the next level, a failure the failed rate, a critical failure nothing.","actions.earn-income.name":"Earn Income","actions.earn-income.params.dc.name":"DC","actions.earn-income.params.skill.name":"Skill","actions.earn-income.params.taskLevel.name":"Task level","actions.earn-income.params.taskLevel.description":"The level of the job, which sets the pay.","actions.escape.description":"1 action, attack: your unarmed attack modifier, Acrobatics or Athletics against the DC of what grabs, immobilizes or restrains you. Success: free; critical success: free, and you may Stride 5 feet. Critical failure: no Escape again this turn.","actions.escape.name":"Escape","actions.escape.options.acrobatics.name":"Acrobatics","actions.escape.options.athletics.name":"Athletics","actions.escape.options.unarmed.name":"Unarmed attack","actions.escape.params.attack.name":"Attack this turn (1st, 2nd, 3rd)","actions.escape.params.attack.description":"For the multiple attack penalty: 1 for the first attack this turn.","actions.escape.params.dc.name":"DC","actions.escape.participants.grappler.name":"What holds you","actions.escape.steps.using.prompt":"Skill to use","actions.feint.description":"1 action, trained, within reach: Deception against the target's Perception DC. Success: it's off-guard to your next melee attack this turn; critical success: to your melee attacks until the end of your next turn. Critical failure: you're off-guard to its melee attacks until then.","actions.feint.name":"Feint","actions.feint.params.dc.name":"DC","actions.feint.participants.target.name":"Target","actions.force-open.description":"1 action, attack: Athletics against the GM's DC to force a door, container or gate (−2 without a crowbar). Critical success: open and undamaged; success: broken open; critical failure: jammed (−2 to later tries).","actions.force-open.name":"Force Open","actions.force-open.params.attack.name":"Attack this turn (1st, 2nd, 3rd)","actions.force-open.params.attack.description":"For the multiple attack penalty: 1 for the first attack this turn.","actions.force-open.params.dc.name":"DC","actions.gather-information.description":"About 2 hours: Diplomacy against the GM's DC to learn about a person or topic in a settlement. Critical failure: you learn something false.","actions.gather-information.name":"Gather Information","actions.gather-information.options.diplomacy.name":"Diplomacy","actions.gather-information.options.occultism.name":"Occultism","actions.gather-information.options.society.name":"Society","actions.gather-information.params.dc.name":"DC","actions.gather-information.steps.using.prompt":"Skill to use","actions.grapple.description":"1 action, attack: Athletics against the target's Fortitude DC. Success: grabbed; critical success: restrained, until the end of your next turn unless you move or it Escapes. A failure frees a creature you held; on a critical failure it may grab you or knock you prone.","actions.grapple.name":"Grapple","actions.grapple.params.attack.name":"Attack this turn (1st, 2nd, 3rd)","actions.grapple.params.attack.description":"For the multiple attack penalty: 1 for the first attack this turn.","actions.grapple.params.dc.name":"DC","actions.grapple.params.holding.name":"Already holding the target","actions.grapple.participants.target.name":"Target","actions.hide.description":"1 action, secret: Stealth against the Perception DC of each creature you have cover from or are concealed from (+2 for cover, +4 greater cover). Success: you're hidden from it.","actions.hide.name":"Hide","actions.hide.params.dc.name":"DC","actions.hide.participants.observer.name":"Observers","actions.high-jump.description":"2 actions: Stride at least 10 feet, then a DC 30 Athletics check. Critical success: leap 8 feet up and 10 across; success: 5 and 5; failure: an ordinary Leap; critical failure: you fall prone.","actions.high-jump.name":"High Jump","actions.high-jump.params.dc.name":"DC","actions.identify-alchemy.description":"Trained, 10 minutes with an alchemist's toolkit: Crafting against the GM's DC to identify an alchemical item. Critical failure: you misidentify it.","actions.identify-alchemy.name":"Identify Alchemy","actions.identify-alchemy.params.dc.name":"DC","actions.identify-magic.description":"Trained, 10 minutes: Arcana, Nature, Occultism or Religion against the GM's DC to learn what a magic item, place or effect does. Failure: no retry for a day; critical failure: you misidentify it.","actions.identify-magic.name":"Identify Magic","actions.identify-magic.params.dc.name":"DC","actions.identify-magic.params.skill.name":"Skill","actions.impersonate.description":"10 minutes with a disguise kit: when you interact with someone in disguise, Deception against its Perception DC. Failure: it sees through you; critical failure: it also recognizes you.","actions.impersonate.name":"Impersonate","actions.impersonate.options.deception.name":"Deception","actions.impersonate.options.occultism.name":"Occultism","actions.impersonate.options.society.name":"Society","actions.impersonate.params.dc.name":"DC","actions.impersonate.participants.target.name":"Target","actions.impersonate.steps.using.prompt":"Skill to use","actions.learn-a-spell.description":"Trained, 1 hour per rank: your tradition's skill against the Learning a Spell DC for the rank. Success: you learn it and spend the materials; critical success: half the materials; critical failure: half spent, not learned.","actions.learn-a-spell.name":"Learn a Spell","actions.learn-a-spell.params.dc.name":"DC","actions.learn-a-spell.params.rank.name":"Spell rank","actions.learn-a-spell.params.skill.name":"Skill","actions.lie.description":"At least a round: one Deception check against the Perception DC of each creature you're fooling. Success: they believe you; failure: they don't, and get +4 against your Lies this conversation.","actions.lie.name":"Lie","actions.lie.params.dc.name":"DC","actions.lie.participants.observer.name":"Observers","actions.long-jump.description":"2 actions: Stride at least 10 feet, then a DC 15 Athletics check. Success: leap your result in feet, rounded down to 5 and no farther than your Speed. Failure: an ordinary Leap; critical failure: then you fall prone.","actions.long-jump.name":"Long Jump","actions.long-jump.params.dc.name":"DC","actions.long-jump.params.extraActions.name":"Extra actions","actions.make-an-impression.description":"A minute of conversation: Diplomacy against the target's Will DC (up to five targets at −2). Its attitude improves by one step on a success, two on a critical success, and worsens by one on a critical failure.","actions.make-an-impression.name":"Make an Impression","actions.make-an-impression.options.diplomacy.name":"Diplomacy","actions.make-an-impression.options.performance.name":"Performance","actions.make-an-impression.options.society.name":"Society","actions.make-an-impression.params.dc.name":"DC","actions.make-an-impression.participants.target.name":"Target","actions.make-an-impression.steps.using.prompt":"Skill to use","actions.palm-an-object.description":"1 action: Thievery against the Perception DC of each creature observing you to pick up a small unattended object unnoticed (−5 if closely guarded).","actions.palm-an-object.name":"Palm an Object","actions.palm-an-object.params.dc.name":"DC","actions.palm-an-object.participants.observer.name":"Observers","actions.perform.description":"1 action: Performance against the GM's DC for a short performance that impresses (or doesn't) its audience.","actions.perform.name":"Perform","actions.perform.params.combat.name":"In combat","actions.perform.params.dc.name":"DC","actions.perform.participants.audience.name":"Audience","actions.pick-a-lock.description":"2 actions, trained, with a thieves' toolkit: Thievery against the lock's DC. Success: one success toward opening it; critical success: two, leaving no trace. Critical failure: your toolkit breaks.","actions.pick-a-lock.name":"Pick a Lock","actions.pick-a-lock.params.dc.name":"DC","actions.recall-knowledge.description":"1 action: a skill or Lore check against the GM's DC to remember something about a subject. Critical success: a true answer and more; success: a true answer; critical failure: a false one.","actions.recall-knowledge.name":"Recall Knowledge","actions.recall-knowledge.params.dc.name":"DC","actions.recall-knowledge.params.skill.name":"Skill","actions.repair.description":"10 minutes with a repair toolkit: Crafting against the GM's DC. The item regains 5 HP + 5 per rank (10 + 10 per rank on a critical success); a critical failure deals it 2d6 damage.","actions.repair.name":"Repair","actions.repair.params.dc.name":"DC","actions.reposition.description":"1 action, attack: Athletics against the target's Fortitude DC to move it 5 feet (10 on a critical success) within your reach. Critical failure: it may move you 5 feet.","actions.reposition.name":"Reposition","actions.reposition.params.attack.name":"Attack this turn (1st, 2nd, 3rd)","actions.reposition.params.attack.description":"For the multiple attack penalty: 1 for the first attack this turn.","actions.reposition.params.dc.name":"DC","actions.reposition.participants.target.name":"Target","actions.request.description":"1 action: Diplomacy against the GM's DC to ask something of a friendly or helpful creature. Critical success: it agrees; success: with conditions; failure: it refuses; critical failure: it refuses and its attitude worsens.","actions.request.name":"Request","actions.request.params.dc.name":"DC","actions.seek.description":"1 action, secret: Perception against the Stealth DC of each hidden or undetected creature in an area, or an object's DC. Success: undetected becomes hidden and hidden observed; critical success: observed.","actions.seek.name":"Seek","actions.seek.params.dc.name":"DC","actions.seek.participants.creature.name":"Creatures","actions.sense-direction.description":"Exploration: Survival against the GM's DC (−2 without a compass) to stay oriented. Success: you have a sense of the cardinal directions; critical success: you know them exactly.","actions.sense-direction.name":"Sense Direction","actions.sense-direction.params.dc.name":"DC","actions.sense-motive.description":"1 action, secret: Perception against a creature's Deception DC (or a mental spell's DC) to tell whether it's behaving normally. Critical success: you learn its intentions; critical failure: a false sense of them.","actions.sense-motive.name":"Sense Motive","actions.sense-motive.params.dc.name":"DC","actions.sense-motive.participants.target.name":"Target","actions.shove.description":"1 action, attack: Athletics against the target's Fortitude DC to push it 5 feet (10 on a critical success); you may follow. Critical failure: you fall prone.","actions.shove.name":"Shove","actions.shove.params.attack.name":"Attack this turn (1st, 2nd, 3rd)","actions.shove.params.attack.description":"For the multiple attack penalty: 1 for the first attack this turn.","actions.shove.params.dc.name":"DC","actions.shove.participants.target.name":"Target","actions.sneak.description":"1 action, secret: Stride half your Speed, then Stealth against the Perception DC of each creature you were hidden from or undetected by. Success: undetected; failure: hidden; critical failure: observed.","actions.sneak.name":"Sneak","actions.sneak.params.dc.name":"DC","actions.sneak.participants.observer.name":"Observers","actions.squeeze.description":"Trained, exploration: Acrobatics against the GM's DC to squeeze through a tiny space: 1 minute per 10 feet on a critical success, per 5 feet on a success. Critical failure: you're stuck.","actions.squeeze.name":"Squeeze","actions.squeeze.params.dc.name":"DC","actions.maneuver-in-flight.name":"Maneuver in Flight","actions.maneuver-in-flight.description":"Trained, one action (move), with a fly Speed: Acrobatics against the GM's DC to try a difficult maneuver while flying (trained: a steep climb or dive; expert: against the wind; master: reversing direction; legendary: through gale-force winds). On a failure the maneuver fails, as the GM decides; worse on a critical failure.","actions.maneuver-in-flight.params.dc.name":"DC","actions.borrow-an-arcane-spell.name":"Borrow an Arcane Spell","actions.borrow-an-arcane-spell.description":"Trained, exploration, for an arcane caster who prepares spells: Arcana against the GM's DC to prepare a spell from someone else's spellbook or familiar. Success: you prepare it in your normal preparations. Failure: the slot stays free, and you can't try that spell again until your next preparations.","actions.borrow-an-arcane-spell.params.dc.name":"DC","actions.steal.description":"1 action: Thievery against the bearer's Perception DC to take a small object unnoticed (−5 if closely guarded). Failure: the bearer or an observer notices.","actions.steal.name":"Steal","actions.steal.params.dc.name":"DC","actions.steal.participants.target.name":"Target","actions.subsist.description":"Downtime: Survival in the wild or Society in a settlement against the GM's DC (−5 after a day of exploration). Critical success: a comfortable living, or food for one more; success: a subsistence living; failure: fatigued until fed; critical failure: −2 to Subsist for a week.","actions.subsist.name":"Subsist","actions.subsist.options.society.name":"Society","actions.subsist.options.survival.name":"Survival","actions.subsist.params.dc.name":"DC","actions.subsist.steps.using.prompt":"Skill to use","actions.swim.description":"1 action: Athletics against the GM's DC to move 10 feet through water (more with a high Speed), 5 more on a critical success. Critical failure: no progress, and a round of air lost if holding your breath.","actions.swim.name":"Swim","actions.swim.params.dc.name":"DC","actions.track.description":"Trained, exploration, at half travel Speed: Survival against the GM's DC to follow a trail for an hour. Failure: lost, retry in an hour; critical failure: lost for 24 hours.","actions.track.name":"Track","actions.track.params.dc.name":"DC","actions.treat-disease.description":"Trained, 8 hours with a healer's toolkit: Medicine against the disease's DC. The patient's next save against it gets +2 (success), +4 (critical success) or −2 (critical failure).","actions.treat-disease.name":"Treat Disease","actions.treat-disease.params.dc.name":"DC","actions.treat-disease.participants.patient.name":"Patient","actions.treat-poison.description":"1 action, trained, with a healer's toolkit: Medicine against the poison's DC. The patient's next save against it gets +2 (success), +4 (critical success) or −2 (critical failure).","actions.treat-poison.name":"Treat Poison","actions.treat-poison.params.dc.name":"DC","actions.treat-poison.participants.patient.name":"Patient","actions.treat-wounds.description":"Trained, 10 minutes with a healer's toolkit: Medicine against DC 15, or 20, 30 or 40 at higher ranks for 10, 30 or 50 more HP. Success: 2d8 HP and wounded ends; critical success: 4d8; critical failure: 1d8 damage. An hour's care doubles it. The patient is then immune for an hour.","actions.treat-wounds.name":"Treat Wounds","actions.treat-wounds.options.clumsy.name":"Clumsy","actions.treat-wounds.options.drained.name":"Drained","actions.treat-wounds.options.enfeebled.name":"Enfeebled","actions.treat-wounds.options.expert.name":"Expert (DC 20, +10 HP)","actions.treat-wounds.options.legendary.name":"Legendary (DC 40, +50 HP)","actions.treat-wounds.options.master.name":"Master (DC 30, +30 HP)","actions.treat-wounds.options.medicine.name":"Medicine","actions.treat-wounds.options.nature.name":"Nature","actions.treat-wounds.options.none.name":"None","actions.treat-wounds.options.stupefied.name":"Stupefied","actions.treat-wounds.options.trained.name":"Trained (DC 15)","actions.treat-wounds.params.hour.name":"Treated for an hour","actions.treat-wounds.participants.patient.name":"Patient","actions.treat-wounds.steps.tier.prompt":"DC to attempt","actions.treat-wounds.steps.unusual.prompt":"Condition to lower (Unusual Treatment)","actions.treat-wounds.steps.using.prompt":"Skill to use","actions.trip.description":"1 action, attack: Athletics against the target's Reflex DC. Success: it falls prone; critical success: prone and 1d6 bludgeoning damage. Critical failure: you fall prone.","actions.trip.name":"Trip","actions.trip.params.attack.name":"Attack this turn (1st, 2nd, 3rd)","actions.trip.params.attack.description":"For the multiple attack penalty: 1 for the first attack this turn.","actions.trip.params.dc.name":"DC","actions.trip.participants.target.name":"Target","actions.tumble-through.description":"1 action: Stride, and Acrobatics against an enemy's Reflex DC to move through its space as difficult terrain. Failure: your movement ends there.","actions.tumble-through.name":"Tumble Through","actions.tumble-through.params.dc.name":"DC","actions.tumble-through.participants.target.name":"Target","effects.treated-disease.description":"A circumstance bonus (or penalty) to the next save against the disease.","effects.treated-disease.name":"Treated for disease","effects.treated-poison.description":"A circumstance bonus (or penalty) to the next save against the poison.","effects.treated-poison.name":"Treated for poison","groups.exploration-actions.label":"Exploration and downtime","groups.skill-actions.label":"Skill actions","situational.afterExploring.name":"After a day of exploration (−5)","situational.closelyGuarded.name":"Closely guarded (−5)","situational.cover.name":"Cover","situational.fullTime.name":"Taking the full time (Legendary Codebreaker)","situational.helpfulAnimal.name":"The animal is helpful","situational.menacing.name":"Physically menacing (Intimidating Prowess)","situational.noSharedLanguage.name":"The target doesn't understand you (−4)","situational.oddity.name":"About a mental, fortune or revealing effect (Oddity Identification)","situational.onGuard.name":"The target is on guard (Pickpocket, −5)","situational.ownFaith.name":"About your own faith (Student of the Canon)","situational.trackingFullSpeed.name":"Tracking at full Speed (Experienced Tracker)","situational.wilderness.name":"In the wilderness (Natural Medicine, +2)","tags.exploration-action.name":"Exploration or downtime activity","tags.rank.expert.name":"Expert","tags.rank.legendary.name":"Legendary","tags.rank.master.name":"Master","tags.rank.name":"Proficiency rank","tags.rank.trained.name":"Trained","tags.skill-action.administer-first-aid.name":"Administer First Aid","tags.skill-action.aid.name":"Aid","tags.skill-action.avoid-notice.name":"Avoid Notice","tags.skill-action.balance.name":"Balance","tags.skill-action.battle-medicine.name":"Battle Medicine","tags.skill-action.climb.name":"Climb","tags.skill-action.coerce.name":"Coerce","tags.skill-action.command-an-animal.name":"Command an Animal","tags.skill-action.conceal-an-object.name":"Conceal an Object","tags.skill-action.cover-tracks.name":"Cover Tracks","tags.skill-action.craft.name":"Craft","tags.skill-action.create-a-diversion.name":"Create a Diversion","tags.skill-action.create-forgery.name":"Create Forgery","tags.skill-action.decipher-writing.name":"Decipher Writing","tags.skill-action.demoralize.name":"Demoralize","tags.skill-action.disable-a-device.name":"Disable a Device","tags.skill-action.disarm.name":"Disarm","tags.skill-action.divine-guidance.name":"Divine Guidance","tags.skill-action.earn-income.name":"Earn Income","tags.skill-action.escape.name":"Escape","tags.skill-action.feint.name":"Feint","tags.skill-action.force-open.name":"Force Open","tags.skill-action.gather-information.name":"Gather Information","tags.skill-action.grapple.name":"Grapple","tags.skill-action.hide.name":"Hide","tags.skill-action.high-jump.name":"High Jump","tags.skill-action.identify-alchemy.name":"Identify Alchemy","tags.skill-action.identify-magic.name":"Identify Magic","tags.skill-action.impersonate.name":"Impersonate","tags.skill-action.learn-a-spell.name":"Learn a Spell","tags.skill-action.legendary-medic.name":"Legendary Medic","tags.skill-action.legendary-negotiation.name":"Legendary Negotiation","tags.skill-action.lie.name":"Lie","tags.skill-action.long-jump.name":"Long Jump","tags.skill-action.make-an-impression.name":"Make an Impression","tags.skill-action.name":"Skill action","tags.skill-action.palm-an-object.name":"Palm an Object","tags.skill-action.perform.name":"Perform","tags.skill-action.pick-a-lock.name":"Pick a Lock","tags.skill-action.recall-knowledge.name":"Recall Knowledge","tags.skill-action.repair.name":"Repair","tags.skill-action.reposition.name":"Reposition","tags.skill-action.request.name":"Request","tags.skill-action.scare-to-death.name":"Scare to Death","tags.skill-action.seek.name":"Seek","tags.skill-action.sense-direction.name":"Sense Direction","tags.skill-action.sense-motive.name":"Sense Motive","tags.skill-action.shove.name":"Shove","tags.skill-action.sneak.name":"Sneak","tags.skill-action.squeeze.name":"Squeeze","tags.skill-action.maneuver-in-flight.name":"Maneuver in Flight","tags.skill-action.borrow-an-arcane-spell.name":"Borrow an Arcane Spell","tags.skill-action.steal.name":"Steal","tags.skill-action.subsist.name":"Subsist","tags.skill-action.swim.name":"Swim","tags.skill-action.track.name":"Track","tags.skill-action.treat-disease.name":"Treat Disease","tags.skill-action.treat-poison.name":"Treat Poison","tags.skill-action.treat-wounds.name":"Treat Wounds","tags.skill-action.trip.name":"Trip","tags.skill-action.tumble-through.name":"Tumble Through","actions.perform.steps.using.prompt":"Skill to use","actions.perform.options.performance.name":"Performance","actions.perform.options.acrobatics.name":"Acrobatics","actions.create-a-diversion.steps.using.prompt":"Skill to use","actions.create-a-diversion.options.deception.name":"Deception","actions.create-a-diversion.options.performance.name":"Performance (for an ally)","actions.lie.steps.using.prompt":"Skill to use","actions.lie.options.deception.name":"Deception","actions.lie.options.occultism.name":"Occultism (claiming a faith)","actions.request.steps.using.prompt":"Skill to use","actions.request.options.diplomacy.name":"Diplomacy","actions.request.options.religion.name":"Religion (your own faith)","actions.coerce.steps.using.prompt":"Skill to use","actions.coerce.options.intimidation.name":"Intimidation","actions.coerce.options.religion.name":"Religion (your own faith)","actions.conceal-an-object.steps.using.prompt":"Skill to use","actions.conceal-an-object.options.stealth.name":"Stealth","actions.conceal-an-object.options.thievery.name":"Thievery","actions.track.steps.using.prompt":"Skill to use","actions.track.options.survival.name":"Survival","actions.track.options.diplomacy.name":"Diplomacy (in a settlement)","actions.track.options.society.name":"Society (in a settlement)","actions.treat-wounds.steps.risky.prompt":"Risky Surgery","actions.treat-wounds.options.careful.name":"Treat normally","actions.treat-wounds.options.risky.name":"Cut first (1d8 slashing damage; +2, and a success is a critical success)","situational.numerical.name":"Mostly numbers (Eye for Numbers)","situational.glimpsed.name":"Glimpsed, upside down or reversed (Glean Contents)","situational.sameFaith.name":"A member of your own faith (Exhort the Faithful)","situational.riskySurgery.name":"After cutting the patient (Risky Surgery)","tags.skill-action.bon-mot.name":"Bon Mot","tags.skill-action.dirty-trick.name":"Dirty Trick","tags.skill-action.disturbing-knowledge.name":"Disturbing Knowledge","tags.skill-action.evangelize.name":"Evangelize","tags.sense.truesight.name":"Truesight","effects.bon-mot.name":"Bon Mot","effects.bon-mot.description":"A status penalty to Perception and Will saves for 1 minute.","fields.heroPoints.name":"Hero Points","fields.heroPoints.description":"Spend one to reroll a check (fortune, keep the new result), or all to avoid dying (stabilized at 0 Hit Points). At most 3.","feats.sorcerer.bloodline-resistance.name":"Bloodline Resistance","feats.sorcerer.bloodline-resistance.description":"You gain a +1 status bonus to saves against spells and magical effects.","feats.sorcerer.crossblooded-evolution.name":"Crossblooded Evolution","feats.sorcerer.crossblooded-evolution.description":"Choose another bloodline: you know its blood magic effect (making its 1st-level choice, such as an elemental influence, now).","feats.sorcerer.explosion-of-power.name":"Explosion of Power","feats.sorcerer.explosion-of-power.description":"You know a blood magic effect: each creature in a 5-foot emanation takes 1d6 damage per rank of the spell you cast (basic Reflex save): force for arcane, spirit for divine, mental for occult, fire for primal.","feats.spellcasting.soulsight.name":"Soulsight","feats.spellcasting.soulsight.description":"You gain spiritsense, an imprecise sense with a 60-foot range that perceives spirits (living creatures, most undead that aren't mindless, haunts, projected and possessing spirits), but not soulless bodies, constructs or objects, nor through solid objects.","feats.sorcerer.energy-fusion.name":"Energy Fusion","feats.sorcerer.energy-fusion.description":"One action, spellshape. If your next action casts a spell dealing energy damage, expend a slot of a repertoire spell dealing another energy type: the spell deals extra damage equal to that slot's rank, the total split evenly between the two types.","feats.sorcerer.signature-spell-expansion.name":"Signature Spell Expansion","feats.sorcerer.signature-spell-expansion.description":"You gain two more signature spells, each of base rank 3rd or lower.","feats.sorcerer.blood-sovereignty.name":"Blood Sovereignty","feats.sorcerer.blood-sovereignty.description":"When you would benefit from blood magic, you can lose Hit Points equal to twice the spell's rank to gain two different blood magic effects you know (with different targets if you like).","feats.sorcerer.bloodline-focus.name":"Bloodline Focus","feats.sorcerer.bloodline-focus.description":"When you Refocus, you refill your focus pool.","feats.sorcerer.bloodline-focus.prerequisites.bloodline":"A bloodline spell","feats.sorcerer.greater-physical-evolution.name":"Greater Physical Evolution","feats.sorcerer.greater-physical-evolution.description":"Once a day, a sorcerer slot (or Primal Evolution's) can cast any common polymorph battle form spell of its rank as a signature spell.","feats.sorcerer.greater-physical-evolution.prerequisites.primal-evolution-or":"Primal Evolution or Arcane Evolution","feats.sorcerer.greater-spiritual-evolution.name":"Greater Spiritual Evolution","feats.sorcerer.greater-spiritual-evolution.description":"Your spells work as if they had the ghost touch rune, can affect a creature's projected or possessing consciousness you know about, and affect creatures on the Ethereal Plane.","feats.sorcerer.greater-spiritual-evolution.prerequisites.divine-evolution-or":"Divine Evolution or Occult Evolution","feats.sorcerer.terraforming-trickery.name":"Terraforming Trickery","feats.sorcerer.terraforming-trickery.description":"You know a blood magic effect: the spaces adjacent to you become difficult terrain, or stop being difficult terrain (not greater difficult terrain or hazards).","feats.sorcerer.blood-ascendancy.name":"Blood Ascendancy","feats.sorcerer.blood-ascendancy.description":"Blood Rising can give you two different blood magic effects you know, each with its own target.","feats.sorcerer.blood-ascendancy.prerequisites.blood-rising":"Blood Rising","feats.sorcerer.interweave-dispel.name":"Interweave Dispel","feats.sorcerer.interweave-dispel.description":"One action, spellshape. If your next action casts a single-target spell that hits an enemy or that it fails its save against, you can cast dispel magic on it as a free action, spending a slot, against one of its spell effects.","feats.sorcerer.interweave-dispel.prerequisites.dispel":"_dispel magic_ in your spell repertoire","feats.sorcerer.reflect-harm.name":"Reflect Harm","feats.sorcerer.reflect-harm.description":"You know a blood magic effect: the first time a spell damages you before your next turn, make a spell attack against its caster; on a hit it takes the same damage and type (double on a critical hit).","feats.sorcerer.spell-shroud.name":"Spell Shroud","feats.sorcerer.spell-shroud.description":"One action, spellshape. If your next action casts a spell targeting you, a 15-foot emanation of mist surrounds you until your next turn: creatures inside are concealed, and those outside concealed to them.","feats.sorcerer.greater-mental-evolution.name":"Greater Mental Evolution","feats.sorcerer.greater-mental-evolution.description":"Your repertoire holds one more spell of each rank you can cast.","feats.sorcerer.greater-mental-evolution.prerequisites.arcane-evolution-or":"Arcane Evolution or Occult Evolution","feats.sorcerer.greater-mental-evolution.choices.spell.prompt":"Greater Mental Evolution spell (rank {slot})","feats.sorcerer.greater-vital-evolution.name":"Greater Vital Evolution","feats.sorcerer.greater-vital-evolution.description":"Twice a day you can cast a spell after running out of slots of its rank (the two of different ranks).","feats.sorcerer.greater-vital-evolution.prerequisites.primal-evolution-or":"Primal Evolution or Divine Evolution","feats.sorcerer.echoing-spell.name":"Echoing Spell","feats.sorcerer.echoing-spell.description":"One action, spellshape. If your next action casts a spell of 4th rank or lower without a duration, you can cast it again before the end of your next turn without a slot.","feats.sorcerer.greater-crossblooded-evolution.name":"Greater Crossblooded Evolution","feats.sorcerer.greater-crossblooded-evolution.description":"Up to three gift spells of your Crossblooded Evolution bloodline join your repertoire, heightened as high as you can cast (below your highest rank), cast with your tradition.","feats.sorcerer.greater-crossblooded-evolution.prerequisites.crossblooded-evolution":"Crossblooded Evolution","feats.sorcerer.bloodline-conduit.name":"Bloodline Conduit","feats.sorcerer.bloodline-conduit.description":"One action, once per minute, spellshape. If your next action casts a spell of 5th rank or lower without a duration, it spends no slot.","feats.sorcerer.bloodline-mutation.name":"Bloodline Mutation","feats.sorcerer.bloodline-mutation.description":"You become more like your bloodline's creatures: their traits, low-light vision or darkvision as fitting, and one of a fly Speed, amphibious with a swim Speed, or resistance 20 to an energy type they resist (as fits them).","feats.sorcerer.bloodline-mutation.prerequisites.bloodline":"A bloodline based on a specific type of creature","feats.sorcerer.bloodline-perfection.name":"Bloodline Perfection","feats.sorcerer.bloodline-perfection.description":"You gain one more 10th-rank spell slot.","feats.sorcerer.bloodline-perfection.prerequisites.paragon":"Bloodline paragon","situational.bloodlineResistance.name":"Against a spell or magical effect (Bloodline Resistance)","classes.sorcerer.name":"Sorcerer","classes.sorcerer.description":"A spellcaster by birth, with magic in the blood. Key attribute: Charisma. 6 Hit Points plus Constitution per level. Trained in Perception, Fortitude and Reflex, expert in Will; trained in simple weapons and unarmed attacks; trained in unarmored defense; trained in the sorcerer class DC, spell attack modifier and spell DC. Trained in your bloodline's two skills and 2 more skills plus Intelligence. You cast spontaneously with Charisma from your bloodline's tradition: three spell slots of each rank (four from the next level), a repertoire of as many spells of each rank (one of them your bloodline's) and five cantrips (one your bloodline's). Each time you gain a level you can swap one spell for another of its rank (not a bloodline spell).","classes.sorcerer.choices.bloodline.prompt":"Bloodline","classes.sorcerer.bloodlines.draconic.choices.exemplar.prompt":"Draconic exemplar (tradition)","classes.sorcerer.bloodlines.draconic.choices.exemplar.options.arcane.name":"Arcane (Arcana; blazing bolt, subconscious suggestion, quandary)","classes.sorcerer.bloodlines.draconic.choices.exemplar.options.divine.name":"Divine (Religion; augury, divine immolation, divine inspiration)","classes.sorcerer.bloodlines.draconic.choices.exemplar.options.occult.name":"Occult (Occultism; blood vendetta, slither, unrelenting observation)","classes.sorcerer.bloodlines.draconic.choices.exemplar.options.primal.name":"Primal (Nature; shatter, howling blizzard, earthquake)","classes.sorcerer.bloodlines.elemental.choices.influence.prompt":"Elemental influence","classes.sorcerer.bloodlines.elemental.choices.influence.options.air.name":"Air (gale blast, tailwind, wall of wind, chain lightning; slashing)","classes.sorcerer.bloodlines.elemental.choices.influence.options.earth.name":"Earth (scatter scree, pummeling rubble, earthbind, petrify; bludgeoning)","classes.sorcerer.bloodlines.elemental.choices.influence.options.fire.name":"Fire (ignition, breathe fire, fireball, tree of seasons; fire)","classes.sorcerer.bloodlines.elemental.choices.influence.options.metal.name":"Metal (electric arc, thunderstrike, lightning bolt, chain lightning; piercing)","classes.sorcerer.bloodlines.elemental.choices.influence.options.water.name":"Water (frostbite, hydraulic push, aqueous orb, scintillating safeguard; bludgeoning)","classes.sorcerer.bloodlines.elemental.choices.influence.options.wood.name":"Wood (tangle vine, cleanse cuisine, wall of thorns, tangling creepers; bludgeoning)","classes.sorcerer.choices.skills.prompt":"Trained skills (2 plus Intelligence)","classes.sorcerer.choices.class-feat.prompt":"Sorcerer feat (level {slot})","classes.sorcerer.choices.skill-feat.prompt":"Skill feat (level {slot})","classes.sorcerer.bloodlines.aberrant.name":"Aberrant","classes.sorcerer.bloodlines.aberrant.description":"Something vast and unknowable speaks to you. Occult; trained in Intimidation and Occultism. Sorcerous gifts: daze, phantom pain, stupefy, vampiric feast, confusion, slither, never mind, warp mind, uncontrollable dance, unfathomable song. Bloodline spell: tentacular limbs. Blood magic (eerie veil): a target takes a -1 status penalty to Will saves for 1 round, or you gain a +2 status bonus to Will saves for 1 round.","classes.sorcerer.bloodlines.aberrant.options.veil-self.name":"Eerie veil: +2 status bonus to your Will saves","classes.sorcerer.bloodlines.aberrant.options.veil-target.name":"Eerie veil: -1 status penalty to the target's Will saves","classes.sorcerer.bloodlines.angelic.name":"Angelic","classes.sorcerer.bloodlines.angelic.description":"A celestial forebear or a lineage's devotion blessed your blood. Divine; trained in Diplomacy and Religion. Sorcerous gifts: light, heal, spiritual armament, holy light, divine wrath, divine immolation, blessed boundary, divine decree, moment of renewal, foresight. Bloodline spell: angelic halo. Blood magic (divine aura): you or a target gain a +1 status bonus to saves for 1 round.","classes.sorcerer.bloodlines.angelic.options.aura-self.name":"Divine aura: +1 status bonus to your saves","classes.sorcerer.bloodlines.angelic.options.aura-target.name":"Divine aura: +1 status bonus to the target's saves","classes.sorcerer.bloodlines.demonic.name":"Demonic","classes.sorcerer.bloodlines.demonic.description":"A demon's corruption marked one of your ancestors. Divine; trained in Intimidation and Religion. Sorcerous gifts: caustic blast, fear, enlarge, slow, divine wrath, blister, disintegrate, divine decree, canticle of everlasting grief, implosion. Bloodline spell: glutton's jaws. Blood magic (corruption of sin): a target takes a -1 status penalty to AC for 1 round, or you gain a +2 status bonus to Intimidation for 1 round.","classes.sorcerer.bloodlines.demonic.options.sin-self.name":"Corruption of sin: +2 status bonus to your Intimidation","classes.sorcerer.bloodlines.demonic.options.sin-target.name":"Corruption of sin: -1 status penalty to the target's AC","classes.sorcerer.bloodlines.diabolic.name":"Diabolic","classes.sorcerer.bloodlines.diabolic.description":"An ancestor bargained with devils. Divine; trained in Deception and Religion. Sorcerous gifts: ignition, charm, floating flame, enthrall, suggestion, wave of despair, truesight, divine decree, divine inspiration, falling stars. Bloodline spell: diabolic edict. Blood magic (tongue of flame): a target takes 1 fire damage per spell rank (added to the spell's own fire damage before weaknesses and resistances), or you gain a +2 status bonus to Deception for 1 round.","classes.sorcerer.bloodlines.diabolic.options.flame-self.name":"Tongue of flame: +2 status bonus to your Deception","classes.sorcerer.bloodlines.diabolic.options.flame-target.name":"Tongue of flame: 1 fire damage per spell rank to the target","classes.sorcerer.bloodlines.draconic.name":"Draconic","classes.sorcerer.bloodlines.draconic.description":"Dragon blood runs in your veins. Your exemplar's tradition; trained in Intimidation and the exemplar's skill (Arcana, Religion, Occultism or Nature). Sorcerous gifts: shield, fear, the exemplar's 2nd-rank spell, haste, fly, the exemplar's 5th-rank spell, dragon form (your exemplar's), mask of terror, the exemplar's 8th-rank spell, overwhelming presence. Bloodline spell: flurry of claws. Blood magic (scaly hide): you or a target gain a +1 status bonus to AC for 1 round.","classes.sorcerer.bloodlines.draconic.options.scales-self.name":"Scaly hide: +1 status bonus to your AC","classes.sorcerer.bloodlines.draconic.options.scales-target.name":"Scaly hide: +1 status bonus to the target's AC","classes.sorcerer.bloodlines.elemental.name":"Elemental","classes.sorcerer.bloodlines.elemental.description":"An element's fury fills your blood. Primal; trained in Intimidation and Nature. Sorcerous gifts: your influence's cantrip and 1st-rank spell, resist energy, your influence's 3rd-rank spell, unfettered movement, elemental form (your element), your influence's 6th-rank spell, energy aegis, earthquake, wrathful storm. Bloodline spell: elemental toss. Blood magic (elemental fury): you gain a +2 status bonus to Intimidation for 1 round, or a target takes 1 damage per spell rank of your influence's type (added to the spell's own damage of that type before weaknesses and resistances).","classes.sorcerer.bloodlines.elemental.options.fury-self.name":"Elemental fury: +2 status bonus to your Intimidation","classes.sorcerer.bloodlines.elemental.options.fury-target.name":"Elemental fury: 1 damage per spell rank of your influence's type to the target","classes.sorcerer.bloodlines.fey.name":"Fey","classes.sorcerer.bloodlines.fey.description":"Fey whimsy put bewitching magic in your family. Primal; trained in Deception and Nature. Sorcerous gifts: figment, charm, laughing fit, enthrall, suggestion, hallucination, mislead, visions of danger, uncontrollable dance, metamorphosis. Bloodline spell: faerie dust. Blood magic (cloak of ribbons): you gain a +2 status bonus to Performance for 1 round, or you are concealed for 1 round (too obvious to Hide with).","classes.sorcerer.bloodlines.fey.options.ribbons-performance.name":"Cloak of ribbons: +2 status bonus to your Performance","classes.sorcerer.bloodlines.fey.options.ribbons-concealed.name":"Cloak of ribbons: you are concealed","classes.sorcerer.bloodlines.hag.name":"Hag","classes.sorcerer.bloodlines.hag.description":"A hag's curse or blood lingers in your family. Occult; trained in Deception and Occultism. Sorcerous gifts: daze, illusory disguise, stupefy, blindness, outcast's curse, mariner's curse, cursed metamorphosis, warp mind, quandary, phantasmagoria. Bloodline spell: jealous hex. Blood magic (retributive spite): the first creature to damage you before the end of your next turn takes 4 mental damage per spell rank (basic Will save); if none does, you gain temporary Hit Points equal to the spell's rank at the start of your next turn, until the start of the turn after.","classes.sorcerer.bloodlines.hag.options.spite.name":"Retributive spite","classes.sorcerer.bloodlines.imperial.name":"Imperial","classes.sorcerer.bloodlines.imperial.description":"An ancestor was a mortal who mastered magic. Arcane; trained in Arcana and Society. Sorcerous gifts: detect magic, force barrage, dispel magic, haste, translocate, scouting eye, disintegrate, retrocognition, quandary, implosion. Bloodline spell: ancestral memories. Blood magic (imperious defense): a +1 status bonus to AC or to saves until the start of your next turn.","classes.sorcerer.bloodlines.imperial.options.defense-ac.name":"Imperious defense: +1 status bonus to your AC","classes.sorcerer.bloodlines.imperial.options.defense-saves.name":"Imperious defense: +1 status bonus to your saves","classes.sorcerer.bloodlines.undead.name":"Undead","classes.sorcerer.bloodlines.undead.description":"Undeath touches your family tree. Divine; trained in Intimidation and Religion. Sorcerous gifts: void warp, harm, see the unseen, bind undead, talking corpse, invoke spirits, vampiric exsanguination, execute, canticle of everlasting grief, wails of the damned. Bloodline spell: undeath's blessing. Blood magic (stolen life): you gain temporary Hit Points equal to the spell's rank until the start of your next turn, or a target takes 1 void damage per spell rank (added to the spell's own void damage before weaknesses and resistances).","classes.sorcerer.bloodlines.undead.options.life-self.name":"Stolen life: temporary Hit Points equal to the spell's rank","classes.sorcerer.bloodlines.undead.options.life-target.name":"Stolen life: 1 void damage per spell rank to the target","classes.sorcerer.blood-magic.eerie-veil.name":"Eerie veil","classes.sorcerer.blood-magic.eerie-veil.description":"+2 status bonus to Will saves for 1 round.","classes.sorcerer.blood-magic.eerie-veil.state.rank.name":"Spell rank","classes.sorcerer.blood-magic.eerie-veil-target.name":"Eerie veil (target)","classes.sorcerer.blood-magic.eerie-veil-target.description":"-1 status penalty to Will saves for 1 round.","classes.sorcerer.blood-magic.eerie-veil-target.state.rank.name":"Spell rank","classes.sorcerer.blood-magic.divine-aura.name":"Divine aura","classes.sorcerer.blood-magic.divine-aura.description":"+1 status bonus to saves for 1 round.","classes.sorcerer.blood-magic.divine-aura.state.rank.name":"Spell rank","classes.sorcerer.blood-magic.corruption-of-sin.name":"Corruption of sin","classes.sorcerer.blood-magic.corruption-of-sin.description":"+2 status bonus to Intimidation for 1 round.","classes.sorcerer.blood-magic.corruption-of-sin.state.rank.name":"Spell rank","classes.sorcerer.blood-magic.corruption-of-sin-target.name":"Corruption of sin (target)","classes.sorcerer.blood-magic.corruption-of-sin-target.description":"-1 status penalty to AC for 1 round.","classes.sorcerer.blood-magic.corruption-of-sin-target.state.rank.name":"Spell rank","classes.sorcerer.blood-magic.tongue-of-flame.name":"Tongue of flame","classes.sorcerer.blood-magic.tongue-of-flame.description":"+2 status bonus to Deception for 1 round.","classes.sorcerer.blood-magic.tongue-of-flame.state.rank.name":"Spell rank","classes.sorcerer.blood-magic.scaly-hide.name":"Scaly hide","classes.sorcerer.blood-magic.scaly-hide.description":"+1 status bonus to AC for 1 round.","classes.sorcerer.blood-magic.scaly-hide.state.rank.name":"Spell rank","classes.sorcerer.blood-magic.elemental-fury.name":"Elemental fury","classes.sorcerer.blood-magic.elemental-fury.description":"+2 status bonus to Intimidation for 1 round.","classes.sorcerer.blood-magic.elemental-fury.state.rank.name":"Spell rank","classes.sorcerer.blood-magic.cloak-of-ribbons.name":"Cloak of ribbons","classes.sorcerer.blood-magic.cloak-of-ribbons.description":"+2 status bonus to Performance for 1 round.","classes.sorcerer.blood-magic.cloak-of-ribbons.state.rank.name":"Spell rank","classes.sorcerer.blood-magic.imperious-defense-ac.name":"Imperious defense (AC)","classes.sorcerer.blood-magic.imperious-defense-ac.description":"+1 status bonus to AC until the start of your next turn.","classes.sorcerer.blood-magic.imperious-defense-ac.state.rank.name":"Spell rank","classes.sorcerer.blood-magic.imperious-defense-saves.name":"Imperious defense (saves)","classes.sorcerer.blood-magic.imperious-defense-saves.description":"+1 status bonus to saves until the start of your next turn.","classes.sorcerer.blood-magic.imperious-defense-saves.state.rank.name":"Spell rank","classes.sorcerer.blood-magic.retributive-spite.name":"Retributive spite","classes.sorcerer.blood-magic.retributive-spite.description":"Until the end of your next turn, the first creature to damage you takes 4 mental damage per spell rank (basic Will save against your spell DC). If none does, at the start of your next turn you gain temporary Hit Points equal to the spell's rank, until the start of your following turn.","classes.sorcerer.blood-magic.retributive-spite.state.rank.name":"Spell rank","classes.sorcerer.blood-magic.retributive-spite.actions.retaliate.name":"Retributive spite (a creature damaged you)","classes.sorcerer.blood-magic.retributive-spite.actions.retaliate.participants.target.name":"The creature that damaged you","classes.sorcerer.blood-magic.retributive-spite.actions.retaliate.results.retaliated.name":"Spite unleashed","classes.sorcerer.blood-magic.retributive-spite.actions.consume.name":"Retributive spite (no one damaged you)","classes.sorcerer.blood-magic.retributive-spite.actions.consume.results.consumed.name":"Spite consumed","classes.sorcerer.energy-ward.name":"Energy ward","classes.sorcerer.energy-ward.description":"Resistance to one energy type until the start of your next turn.","classes.sorcerer.energy-ward.state.damageType.name":"Energy","classes.sorcerer.energy-ward.state.amount.name":"Resistance","features.sorcerer.sorcerous-potency.name":"Sorcerous Potency","features.sorcerer.sorcerous-potency.description":"A spell you cast from a spell slot that deals damage or restores Hit Points gains a status bonus equal to the spell's rank to its initial damage or healing. Each creature gets this bonus only once per spell.","features.sorcerer.blood-magic.name":"Blood Magic","features.sorcerer.blood-magic.description":"When you cast a bloodline spell or a sorcerous gift spell from your bloodline, you can benefit from a blood magic effect you know: your bloodline gives you one. You benefit from one blood magic effect at a time.","features.sorcerer.blood-magic.actions.blood-magic.name":"Blood Magic","features.sorcerer.blood-magic.actions.blood-magic.description":"After casting a bloodline spell or a sorcerous gift spell: a blood magic effect you know, on you or on a target of the spell. Give the spell's rank.","features.sorcerer.blood-magic.actions.blood-magic.params.rank.name":"Spell rank","features.sorcerer.blood-magic.actions.blood-magic.participants.target.name":"Target","features.sorcerer.blood-magic.actions.blood-magic.steps.effect.prompt":"Which blood magic effect?","features.sorcerer.blood-magic.actions.blood-magic.options.none.name":"None (forgo it)","features.sorcerer.blood-magic.actions.blood-magic.results.applied.name":"Blood magic","features.sorcerer.blood-magic.followUps.blood-magic.name":"Blood magic","features.sorcerer.magical-fortitude.name":"Magical Fortitude","features.sorcerer.magical-fortitude.description":"Your Fortitude proficiency becomes expert.","features.sorcerer.expert-spellcaster.name":"Expert Spellcaster","features.sorcerer.expert-spellcaster.description":"Your spell attack modifier and spell DC proficiencies become expert.","features.sorcerer.reflex-expertise.name":"Reflex Expertise","features.sorcerer.reflex-expertise.description":"Your Reflex proficiency becomes expert.","features.sorcerer.perception-expertise.name":"Perception Expertise","features.sorcerer.perception-expertise.description":"Your Perception proficiency becomes expert.","features.sorcerer.weapon-expertise.name":"Weapon Expertise","features.sorcerer.weapon-expertise.description":"Expert in simple weapons and unarmed attacks.","features.sorcerer.defensive-robes.name":"Defensive Robes","features.sorcerer.defensive-robes.description":"Your unarmored defense proficiency becomes expert.","features.sorcerer.weapon-specialization.name":"Weapon Specialization","features.sorcerer.weapon-specialization.description":"+2 damage with weapons and unarmed attacks you are expert in, +3 if master, +4 if legendary.","features.sorcerer.master-spellcaster.name":"Master Spellcaster","features.sorcerer.master-spellcaster.description":"Your spell attack modifier and spell DC proficiencies become master.","features.sorcerer.majestic-will.name":"Majestic Will","features.sorcerer.majestic-will.description":"Your Will proficiency becomes master. A success on a Will save is a critical success.","features.sorcerer.bloodline-paragon.name":"Bloodline Paragon","features.sorcerer.bloodline-paragon.description":"Add two common 10th-rank spells of your tradition to your repertoire, and gain one 10th-rank spell slot to cast them. You don't gain more 10th-rank slots as you level, and abilities that cast spells without a slot or give more slots can't use it.","features.sorcerer.bloodline-paragon.choices.spell.prompt":"Bloodline Paragon: a second 10th-rank spell","features.sorcerer.legendary-spellcaster.name":"Legendary Spellcaster","features.sorcerer.legendary-spellcaster.description":"Your spell attack modifier and spell DC proficiencies become legendary.","feats.sorcerer.blood-rising.name":"Blood Rising","feats.sorcerer.blood-rising.description":"Reaction. Trigger: a creature targets you with a spell of your bloodline's tradition. You gain a blood magic effect you know, even while under another, on you or that creature. A bonus it gives to AC or the save applies against the triggering spell, and a duration lasts until the start of your next turn.","feats.sorcerer.tap-into-blood.name":"Tap Into Blood","feats.sorcerer.tap-into-blood.description":"One action, while you benefit from blood magic. By your bloodline's tradition: arcane, Recall Knowledge using Arcana (a critical failure is a failure); divine, Step, or Reposition a target in reach using Religion; occult, Step up to 10 feet; primal, Demoralize using Nature.","feats.sorcerer.anoint-ally.name":"Anoint Ally","feats.sorcerer.anoint-ally.description":"One action. A blood rune on an adjacent ally for 1 minute: when you or an ally would gain a blood magic effect, you can give it to the anointed ally instead. One ally at a time.","feats.sorcerer.bleed-out.name":"Bleed Out","feats.sorcerer.bleed-out.description":"One action, right after casting a non-cantrip spell that gave you blood magic. A ranged spell attack against a target within 60 feet: a hit deals persistent bleed damage equal to that spell's rank.","feats.sorcerer.bleed-out.actions.bleed-out.name":"Bleed Out","feats.sorcerer.bleed-out.actions.bleed-out.params.rank.name":"Rank of the spell just cast","feats.sorcerer.bleed-out.actions.bleed-out.params.ac.name":"Target's AC","feats.sorcerer.bleed-out.actions.bleed-out.participants.target.name":"Target","feats.sorcerer.propelling-sorcery.name":"Propelling Sorcery","feats.sorcerer.propelling-sorcery.description":"You know another blood magic effect: you Step as a free action, or move the target 5 feet in a direction you choose.","feats.sorcerer.propelling-sorcery.options.step.name":"Propelling sorcery: Step as a free action","feats.sorcerer.propelling-sorcery.options.push.name":"Propelling sorcery: move the target 5 feet","feats.sorcerer.divine-evolution.options.extra-slot.name":"Divine Evolution: the extra slot (highest rank)","feats.sorcerer.primal-evolution.options.extra-slot.name":"Primal Evolution: the extra slot (highest rank)","feats.sorcerer.arcane-evolution.name":"Arcane Evolution","feats.sorcerer.arcane-evolution.description":"Trained in one skill. At your daily preparations, one spell in your repertoire becomes a signature spell for the day. You can Learn a Spell to add arcane spells to the list you choose from; one not in your repertoire joins it for the day at a rank you choose instead.","feats.sorcerer.arcane-evolution.prerequisites.tradition":"A bloodline that grants arcane spells","feats.sorcerer.arcane-evolution.choices.skill.prompt":"Arcane Evolution: a trained skill","feats.sorcerer.divine-evolution.name":"Divine Evolution","feats.sorcerer.divine-evolution.description":"One more spell slot of your highest rank, only to cast heal or harm, either of which you can cast with it even if it isn't in your repertoire.","feats.sorcerer.divine-evolution.prerequisites.tradition":"A bloodline that grants divine spells","feats.sorcerer.occult-evolution.name":"Occult Evolution","feats.sorcerer.occult-evolution.description":"Trained in one skill. Once a day, spend 1 minute to add a mental occult spell you don't know to your repertoire until your next daily preparations.","feats.sorcerer.occult-evolution.prerequisites.tradition":"A bloodline that grants occult spells","feats.sorcerer.occult-evolution.choices.skill.prompt":"Occult Evolution: a trained skill","feats.sorcerer.primal-evolution.name":"Primal Evolution","feats.sorcerer.primal-evolution.description":"One more spell slot of your highest rank, only to cast summon animal or summon plant or fungus, either of which you can cast with it even if it isn't in your repertoire.","feats.sorcerer.primal-evolution.prerequisites.tradition":"A bloodline that grants primal spells","feats.sorcerer.split-shot.name":"Split Shot","feats.sorcerer.split-shot.description":"One action, spellshape. If your next action is to cast a spell without a duration that makes an attack roll against one target, choose a second target in range. One attack roll against both ACs, counting as one attack; the second takes half damage and none of the spell's other effects.","feats.sorcerer.advanced-bloodline.name":"Advanced Bloodline","feats.sorcerer.advanced-bloodline.description":"You gain your bloodline's advanced spell and 1 Focus Point: aberrant whispers (aberrant), angelic wings (angelic), swamp of sloth (demonic), embrace the pit (diabolic), dragon breath (draconic), elemental motion (elemental), fey disappearance (fey), horrific visage (hag), extend blood magic (imperial) or drain life (undead).","feats.sorcerer.advanced-bloodline.prerequisites.bloodline":"A bloodline spell","feats.sorcerer.diverting-vortex.name":"Diverting Vortex","feats.sorcerer.diverting-vortex.description":"One action, right after casting a non-cantrip spell. Until the start of your next turn, a +1 status bonus to AC against ranged weapon attacks and physical ranged unarmed attacks.","feats.sorcerer.energy-ward.name":"Energy Ward","feats.sorcerer.energy-ward.description":"Free action, once per turn, right after casting a non-cantrip spell that dealt energy damage. Until the start of your next turn, resistance to acid, cold, electricity, fire, force, sonic, vitality or void equal to 4 + that spell's rank.","feats.sorcerer.energy-ward.actions.energy-ward.name":"Energy Ward","feats.sorcerer.energy-ward.actions.energy-ward.params.damageType.name":"Energy","feats.sorcerer.energy-ward.actions.energy-ward.params.rank.name":"Rank of the spell just cast","feats.sorcerer.energy-ward.actions.energy-ward.results.warded.name":"Warded","feats.sorcerer.safeguard-spell.name":"Safeguard Spell","feats.sorcerer.safeguard-spell.description":"One action, spellshape. If your next action is to cast a spell with an area, it doesn't affect you.","feats.sorcerer.spell-relay.name":"Spell Relay","feats.sorcerer.spell-relay.description":"Reaction. Trigger: an ally casts a spell and you are within its range. The ally can use your space as the spell's point of origin, for range and cover.","spells.ancestral-memories.name":"Ancestral Memories","spells.ancestral-memories.description":"Long-dead spellcasters lend you their knowledge. Either you gain a +1 status bonus to your next spell attack roll this turn, or an enemy within 60 feet takes a -1 status penalty to its next save against a spell you cast this turn.\n\n**Heightened (5th)** +2 or -2. **Heightened (8th)** +3 or -3.","spells.angelic-halo.name":"Angelic Halo","spells.angelic-halo.description":"A halo shines over you for 1 minute. Allies in its 15-foot emanation healed by a heal spell gain a status bonus to the Hit Points regained equal to double the heal spell's rank.","spells.diabolic-edict.name":"Diabolic Edict","spells.diabolic-edict.description":"You proclaim a task for one willing living creature within 30 feet. For 1 round it gains a +1 status bonus to attack rolls and skill checks to perform it; if it refuses, it takes a -1 status penalty to all its attack rolls and skill checks instead.","spells.elemental-toss.name":"Elemental Toss","spells.elemental-toss.description":"You fling a chunk of your element. Make a ranged spell attack against a creature within 30 feet: a hit deals 1d8 damage of your elemental influence's type (double on a critical hit), and the spell has your element's trait.\n\n**Heightened (+1)** The damage increases by 1d8.","spells.faerie-dust.name":"Faerie Dust","spells.faerie-dust.description":"Magic dust fills a 5-foot burst within 30 feet, 5 feet wider for each extra action. Each creature in it attempts a Will save. **Failure** For 1 round it can't use reactions and takes a -2 status penalty to Perception checks and Will saves. **Critical Failure** As failure, and then a -1 status penalty to Perception checks and Will saves for 1 minute.\n\n**Heightened (+3)** The starting radius increases by 5 feet.","spells.flurry-of-claws.name":"Flurry of Claws","spells.flurry-of-claws.description":"Dragon claws slash two creatures within 30 feet and 10 feet of each other. Make a spell attack against each (two attacks for your multiple attack penalty, which rises only after both). A hit deals 1d8 slashing damage plus 1d4 damage of your exemplar's type: force (arcane), spirit (divine), mental (occult) or fire (primal).\n\n**Heightened (+1)** 1d8 and 1d4 more.","spells.gluttons-jaws.name":"Glutton's Jaws","spells.gluttons-jaws.description":"A drooling maw bites a creature within 30 feet. Make a spell attack: a hit deals 2d6 piercing damage, and you gain 1d4 temporary Hit Points until the start of your next turn.\n\n**Heightened (+1)** 2d6 more damage and 1d4 more temporary Hit Points.","spells.jealous-hex.name":"Jealous Hex","spells.jealous-hex.description":"You curse a creature within 30 feet for 1 minute with a condition tied to its highest attribute modifier: enfeebled (Strength), clumsy (Dexterity), drained (Constitution) or stupefied (Intelligence, Wisdom or Charisma); on a tie, it picks. It attempts a Will save, and again at the start of each of your turns, ending the curse on a success. **Success** Unaffected. **Failure** The condition's value is 1. **Critical Failure** Its value is 2.","spells.tentacular-limbs.name":"Tentacular Limbs","spells.tentacular-limbs.description":"For 1 minute your arms become tentacles: your reach is 10 feet for touch spells and unarmed Strikes with your arms (not weapons). When you cast a spell, you can spend 1 more action to reach 20 feet with it.\n\n**Heightened (+2)** The extra action's reach increases by 10 feet more.","spells.undeaths-blessing.name":"Undeath's Blessing","spells.undeaths-blessing.description":"You touch a living creature. For 1 minute heal and harm treat it as undead, and harm restores 2 more Hit Points to it (a status bonus). An unwilling target attempts a Will save. **Critical Success** Unaffected. **Success** For 1 round it heals half as much from heal and takes half as much damage from harm. **Failure** The full effect.\n\n**Heightened (+1)** The status bonus increases by 2.","fields.sorcerer.bloodline.name":"Bloodline","fields.sorcerer.element.name":"Elemental influence","fields.sorcerer.evolutionSignature.name":"Arcane Evolution signature spell","fields.sorcerer.evolutionSpell.name":"Evolution spell for the day","situational.edictTask.name":"Performing the task of a diabolic edict","tags.blood-magic.name":"Blood magic","feats.sorcerer.greater-bloodline.name":"Greater Bloodline","feats.sorcerer.greater-bloodline.description":"You gain your bloodline's greater spell and 1 Focus Point: unusual anatomy (aberrant), celestial brand (angelic), chthonian wrath (demonic), hellfire plume (diabolic), dragon wings (draconic), elemental blast (elemental), fey glamour (fey), you're mine (hag), arcane countermeasure (imperial) or grasping grave (undead).","feats.sorcerer.greater-bloodline.prerequisites.bloodline":"A bloodline spell","feats.sorcerer.advanced-bloodline.choices.spell.prompt":"Bloodline spell","feats.sorcerer.advanced-bloodline.choices.spell.options.aberrant.name":"Aberrant (aberrant whispers)","feats.sorcerer.advanced-bloodline.choices.spell.options.aberrant.prerequisites.bloodline":"The aberrant bloodline","feats.sorcerer.advanced-bloodline.choices.spell.options.angelic.name":"Angelic (angelic wings)","feats.sorcerer.advanced-bloodline.choices.spell.options.angelic.prerequisites.bloodline":"The angelic bloodline","feats.sorcerer.advanced-bloodline.choices.spell.options.demonic.name":"Demonic (swamp of sloth)","feats.sorcerer.advanced-bloodline.choices.spell.options.demonic.prerequisites.bloodline":"The demonic bloodline","feats.sorcerer.advanced-bloodline.choices.spell.options.diabolic.name":"Diabolic (embrace the pit)","feats.sorcerer.advanced-bloodline.choices.spell.options.diabolic.prerequisites.bloodline":"The diabolic bloodline","feats.sorcerer.advanced-bloodline.choices.spell.options.draconic.name":"Draconic (dragon breath)","feats.sorcerer.advanced-bloodline.choices.spell.options.draconic.prerequisites.bloodline":"The draconic bloodline","feats.sorcerer.advanced-bloodline.choices.spell.options.elemental.name":"Elemental (elemental motion)","feats.sorcerer.advanced-bloodline.choices.spell.options.elemental.prerequisites.bloodline":"The elemental bloodline","feats.sorcerer.advanced-bloodline.choices.spell.options.fey.name":"Fey (fey disappearance)","feats.sorcerer.advanced-bloodline.choices.spell.options.fey.prerequisites.bloodline":"The fey bloodline","feats.sorcerer.advanced-bloodline.choices.spell.options.hag.name":"Hag (horrific visage)","feats.sorcerer.advanced-bloodline.choices.spell.options.hag.prerequisites.bloodline":"The hag bloodline","feats.sorcerer.advanced-bloodline.choices.spell.options.imperial.name":"Imperial (extend blood magic)","feats.sorcerer.advanced-bloodline.choices.spell.options.imperial.prerequisites.bloodline":"The imperial bloodline","feats.sorcerer.advanced-bloodline.choices.spell.options.undead.name":"Undead (drain life)","feats.sorcerer.advanced-bloodline.choices.spell.options.undead.prerequisites.bloodline":"The undead bloodline","feats.sorcerer.greater-bloodline.choices.spell.prompt":"Bloodline spell","feats.sorcerer.greater-bloodline.choices.spell.options.aberrant.name":"Aberrant (unusual anatomy)","feats.sorcerer.greater-bloodline.choices.spell.options.aberrant.prerequisites.bloodline":"The aberrant bloodline","feats.sorcerer.greater-bloodline.choices.spell.options.angelic.name":"Angelic (celestial brand)","feats.sorcerer.greater-bloodline.choices.spell.options.angelic.prerequisites.bloodline":"The angelic bloodline","feats.sorcerer.greater-bloodline.choices.spell.options.demonic.name":"Demonic (chthonian wrath)","feats.sorcerer.greater-bloodline.choices.spell.options.demonic.prerequisites.bloodline":"The demonic bloodline","feats.sorcerer.greater-bloodline.choices.spell.options.diabolic.name":"Diabolic (hellfire plume)","feats.sorcerer.greater-bloodline.choices.spell.options.diabolic.prerequisites.bloodline":"The diabolic bloodline","feats.sorcerer.greater-bloodline.choices.spell.options.draconic.name":"Draconic (dragon wings)","feats.sorcerer.greater-bloodline.choices.spell.options.draconic.prerequisites.bloodline":"The draconic bloodline","feats.sorcerer.greater-bloodline.choices.spell.options.elemental.name":"Elemental (elemental blast)","feats.sorcerer.greater-bloodline.choices.spell.options.elemental.prerequisites.bloodline":"The elemental bloodline","feats.sorcerer.greater-bloodline.choices.spell.options.fey.name":"Fey (fey glamour)","feats.sorcerer.greater-bloodline.choices.spell.options.fey.prerequisites.bloodline":"The fey bloodline","feats.sorcerer.greater-bloodline.choices.spell.options.hag.name":"Hag (you're mine)","feats.sorcerer.greater-bloodline.choices.spell.options.hag.prerequisites.bloodline":"The hag bloodline","feats.sorcerer.greater-bloodline.choices.spell.options.imperial.name":"Imperial (arcane countermeasure)","feats.sorcerer.greater-bloodline.choices.spell.options.imperial.prerequisites.bloodline":"The imperial bloodline","feats.sorcerer.greater-bloodline.choices.spell.options.undead.name":"Undead (grasping grave)","feats.sorcerer.greater-bloodline.choices.spell.options.undead.prerequisites.bloodline":"The undead bloodline","feats.sorcerer.occult-evolution.actions.add-spell.name":"Add a spell for the day","feats.sorcerer.occult-evolution.actions.add-spell.description":"Add a mental occult spell you don't know to your repertoire until your next daily preparations.","feats.sorcerer.occult-evolution.actions.add-spell.results.added.name":"Added","feats.sorcerer.occult-evolution.actions.add-spell.steps.spell.prompt":"Which spell joins your repertoire today?","feats.sorcerer.arcane-evolution.actions.add-spell.name":"Add a spell for the day","feats.sorcerer.arcane-evolution.actions.add-spell.description":"Add a spell you learned with Learn a Spell to your repertoire until your next daily preparations.","feats.sorcerer.arcane-evolution.actions.add-spell.results.added.name":"Added","feats.sorcerer.arcane-evolution.actions.add-spell.steps.spell.prompt":"Which spell joins your repertoire today?","weapons.specific.bloodletting-kukri.name":"Bloodletting Kukri","weapons.specific.bloodletting-kukri.description":"Item 6. A +1 striking kukri. On a critical hit, 1d8 persistent bleed damage, and 1d8 temporary Hit Points for 1 minute if the target wasn't bleeding already.","weapons.specific.caterwaul-sling.name":"Caterwaul Sling","weapons.specific.caterwaul-sling.description":"Item 5. A +1 striking sling. Unleash Roar (2 actions, once per day): a 30-foot cone of 4d6 sonic damage (DC 21 basic Fortitude); deafened for 1 round on a failure, 1 hour on a critical failure.","weapons.specific.chaplains-cudgel.name":"Chaplain's Cudgel","weapons.specific.chaplains-cudgel.description":"Item 9. A +1 striking mace. Bow to a Higher Power (1 action): it becomes your deity's favored weapon (as shifting, even ranged or two-handed); your holy or unholy trait can go on its Strikes, and after a divine spell of 2 actions or more, your next Strike with it by the end of your next turn gets a status bonus to damage equal to its damage dice.","weapons.specific.fighters-fork.name":"Fighter's Fork","weapons.specific.fighters-fork.description":"Item 3. A +1 trident. Fluid Length (1 action): extend it (two hands, reach, not thrown) or shorten it again.","weapons.specific.gloom-blade.name":"Gloom Blade","weapons.specific.gloom-blade.description":"Item 9. A +1 shortsword in bright light (hiding its aura from low-rank detect magic); in dim light or darkness, a +2 striking shortsword. Against a creature you are undetected by, 1d6 extra precision damage.","weapons.specific.hunters-anthem.name":"Hunter's Anthem","weapons.specific.hunters-anthem.description":"Item 11. A +2 striking longbow; with Hunt Prey, it has the thundering rune against your prey. Song of the Bow (2 actions, once per day): a Strike whose arrow explodes in a 20-foot emanation around the target for 5d10 sonic damage (DC 28 basic Fortitude), deafening on a critical failure and revealing undetected creatures.","weapons.specific.icicle.name":"Icicle","weapons.specific.icicle.description":"Item 16. A +2 greater striking greater frost longspear that puts out non-magical fires within 20 feet; while you wield it, fire resistance 5. Quench Flames (2 actions): counteract a magical fire (+27). Ice Spike (2 actions, once per day): a 30-foot line of 11d6 cold damage (DC 35 Reflex), and 3d6 persistent bleed damage on a failure (double on a critical failure).","weapons.specific.retribution-axe.name":"Retribution Axe","weapons.specific.retribution-axe.description":"Item 3. A +1 greataxe. When a creature damages you with an attack, your next damage roll against it before the end of your next turn gets a +2 circumstance bonus (only the latest attacker).","weapons.specific.searing-blade.name":"Searing Blade","weapons.specific.searing-blade.description":"Item 13. A +2 greater striking flaming longsword that sheds dim firelight 10 feet. Shoot Fire (2 actions): cast ignition from it as a 7th-rank arcane spell, using your melee attack modifier with it.","weapons.specific.searing-blade.options.ignition.name":"Shoot Fire","weapons.specific.searing-blade-greater.name":"Searing Blade (Greater)","weapons.specific.searing-blade-greater.description":"Item 17. A +3 greater striking greater flaming longsword that sheds dim firelight 10 feet. Shoot Fire (2 actions): cast ignition from it as a 9th-rank arcane spell, using your melee attack modifier with it. Radiate Flames (1 action, once per day): for 1 minute, your and your allies' attacks within 10 feet gain the flaming rune.","weapons.specific.searing-blade-greater.options.ignition.name":"Shoot Fire","weapons.specific.serpent-dagger.name":"Serpent Dagger","weapons.specific.serpent-dagger.description":"Item 5. A +1 striking dagger. A critical hit sickens the target 1 unless it succeeds at a DC 19 Fortitude save (poison). Drip Poison (free action, once per day, when you damage a creature with it): dagger venom (DC 21 Fortitude; 4 rounds; stage 1: 1d8 poison damage and enfeebled 1).","weapons.specific.sky-hammer.name":"Sky Hammer","weapons.specific.sky-hammer.description":"Item 20. A +3 major striking flaming shock orichalcum warhammer. Comet Fall (reaction): on a critical hit with it, a 6th-rank arcane fireball (DC 45) explodes centered on it; you are immune.","weapons.specific.storm-flash.name":"Storm Flash","weapons.specific.storm-flash.description":"Item 14. A +2 greater striking shock rapier that gathers storm clouds under an open sky. Lightning Stab (2 actions, once per day): cast 6th-rank lightning bolt (DC 33). Divert Lightning (reaction, once per 10 minutes): roll a melee attack against an electricity effect's DC to spare one creature within 10 feet its damage.","weapons.specific.storm-flash.options.lightning-bolt.name":"Lightning Stab","weapons.specific.storm-flash-greater.name":"Storm Flash (Greater)","weapons.specific.storm-flash-greater.description":"Item 18. A +3 greater striking greater shock rapier that gathers storm clouds under an open sky. Lightning Stab (2 actions, once per day): cast 8th-rank lightning bolt (DC 38). Divert Lightning (reaction, once per 10 minutes): roll a melee attack against an electricity effect's DC to spare one creature within 10 feet its damage.","weapons.specific.storm-flash-greater.options.lightning-bolt.name":"Lightning Stab","weapons.specific.twining-staff.name":"Twining Staff","weapons.specific.twining-staff.description":"Item 6. A +1 striking staff. Form Staff (1 action): it becomes a +1 striking staff, a +1 striking bo staff, or a disk of negligible Bulk; expanding it can High Jump or Force Open with Athletics +15.","armor.specific.dragonplate.name":"Dragonplate","armor.specific.dragonplate.description":"Item 16. +2 greater resilient dragonhide full plate in a dragon's likeness. Dragon Breath (2 actions, once per day): a 15-foot cone of 14d6 damage (DC 36 basic save) of the dragon's tradition: force (Reflex) arcane, spirit (Reflex) divine, mental (Will) occult, poison (Fortitude) primal.","armor.specific.electric-eelskin.name":"Electric Eelskin","armor.specific.electric-eelskin.description":"Item 10. +1 resilient greater slick leather armor. You can breathe water, and a +2 item bonus to Athletics to Swim and to Stealth in water. Unleash Charge (2 actions, once per hour): cast 2nd-rank thunderstrike (DC 29).","armor.specific.electric-eelskin.options.thunderstrike.name":"Unleash Charge","armor.specific.impenetrable-scale.name":"Impenetrable Scale","armor.specific.impenetrable-scale.description":"Item 17. +2 greater resilient fortification adamantine scale mail. Each time its fortification turns a significant foe's critical hit into a hit, a scale turns violet: resistance to physical damage equal to the violet scales (up to 8), reset at dawn.","armor.specific.life-saver-mail.name":"Life-Saver Mail","armor.specific.life-saver-mail.description":"Item 14. +2 resilient fortification splint mail with a glowing green gem. Second Chance (reaction, once per day): when you would die, it casts breath of life on you. Shielding Light (2 actions): cast 5th-rank shield.","armor.specific.life-saver-mail.options.shield.name":"Shielding Light","armor.specific.life-saver-mail.options.breath-of-life.name":"Second Chance","armor.specific.life-saver-mail-greater.name":"Life-Saver Mail (Greater)","armor.specific.life-saver-mail-greater.description":"Item 20. +3 greater resilient greater fortification splint mail with a glowing green gem. Second Chance (reaction, once per day): when you would die, it casts breath of life on you. Shielding Light (2 actions): cast 9th-rank shield.","armor.specific.life-saver-mail-greater.options.shield.name":"Shielding Light","armor.specific.life-saver-mail-greater.options.breath-of-life.name":"Second Chance","armor.specific.lions-armor.name":"Lion's Armor","armor.specific.lions-armor.description":"Item 12. +2 resilient half plate with lion heads: a +2 item bonus to Intimidation checks. A critical hit with a lion's shield's Lion Bite frightens the target 1. Roar of the Pride (2 actions, once per day): Demoralize each enemy within 30 feet (fleeing for 1 round on a critical success).","armor.specific.lions-armor-greater.name":"Lion's Armor (Greater)","armor.specific.lions-armor-greater.description":"Item 19. +3 greater resilient half plate with lion heads: a +3 item bonus to Intimidation checks. A critical hit with a lion's shield's Lion Bite frightens the target 1. Roar of the Pride (2 actions, once per hour): Demoralize each enemy within 30 feet (fleeing for 1 round on a critical success).","armor.specific.moonlit-chain.name":"Moonlit Chain","armor.specific.moonlit-chain.description":"Item 7. +1 silver chain shirt. You see in moonlight as with low-light vision. Dim Sight (1 action, once per day): suppress dazzled for 1 minute.","armor.specific.onslaught-hide.name":"Onslaught Hide","armor.specific.onslaught-hide.description":"Item 9. +1 resilient hide armor with a check penalty of 1. Your Sudden Charge's Strike deals 1d8 extra damage.","armor.specific.tideplate.name":"Tideplate","armor.specific.tideplate.description":"Item 10. +1 resilient full plate made for water: its check penalty doesn't apply to Acrobatics and Athletics in water, a +2 item bonus to Swim, and you breathe underwater. Ride the Waves (2 actions, once per hour): it casts water walk on you. Submerge (2 actions, once per day): merge with water for 10 minutes.","armor.specific.tideplate.options.water-walk.name":"Ride the Waves","armor.specific.medusa-armor.name":"Medusa Armor","armor.specific.medusa-armor.description":"Item 14. Cursed: +2 adamantine scale mail that seems to have a fortification rune but has none of its effects. When you are critically hit, after the damage you are petrified for 1 round; after the first time, the armor fuses to you.","armor.specific.elven-chain-standard-grade.name":"Elven Chain (Standard-Grade)","armor.specific.elven-chain-standard-grade.description":"Item 13. A chain shirt of standard-grade dawnsilver in tiny supple rings: no check penalty, and quiet (not noisy). It takes runes like any dawnsilver chain shirt.","armor.specific.elven-chain-high-grade.name":"Elven Chain (High-Grade)","armor.specific.elven-chain-high-grade.description":"Item 20. A chain shirt of high-grade dawnsilver in tiny supple rings: no check penalty, and quiet (not noisy). It takes runes like any dawnsilver chain shirt.","shields.specific.dragonslayers-shield.name":"Dragonslayer's Shield","shields.specific.dragonslayers-shield.description":"Item 9. A steel shield (Hardness 8, HP 32, BT 16) covered in dragonhide: raised, its bonus applies to Reflex saves against area effects; held, a +2 circumstance bonus to Will saves against frightful presence. It has resistance 10 to its dragon's breath damage type, after Hardness, and can Shield Block effects of that type.","shields.specific.floating-shield.name":"Floating Shield","shields.specific.floating-shield.description":"Item 11. A buckler (Hardness 6, HP 24, BT 12). Float (1 action, once per day): it floats beside you for 1 minute, its bonus as if raised, though you can't Shield Block with it.","shields.specific.floating-shield-greater.name":"Floating Shield (Greater)","shields.specific.floating-shield-greater.description":"Item 16. A buckler (Hardness 6, HP 24, BT 12). Float (1 action): it floats beside you for 1 minute, its bonus as if raised, though you can't Shield Block with it.","shields.specific.force-shield.actions.force-bubble.name":"Force Bubble","shields.specific.force-shield.name":"Force Shield","shields.specific.force-shield.description":"Item 9. A steel shield (Hardness 8, HP 32, BT 16). Force Bubble (1 action, once per day): resistance 5 to physical damage for 1 minute while you hold it.","shields.specific.forge-warden.name":"Forge Warden","shields.specific.forge-warden.description":"Item 10. A lesser reinforcing steel shield (Hardness 8, HP 72, BT 36) that is a religious symbol of the forge god. While it's raised, you and adjacent allies have fire resistance 5. Forge Fire (free action): when you Shield Block an adjacent creature's attack and it takes damage, the attacker takes 2d6 fire damage.","shields.specific.glamorous-buckler.name":"Glamorous Buckler","shields.specific.glamorous-buckler.description":"Item 2. A buckler that, raised, gives a +1 item bonus to Deception checks to Feint. Dazzling Feint (free action, once per day, when you Feint with it raised): a successful Feint dazzles the target for 1 round.","shields.specific.indestructible-shield.name":"Indestructible Shield","shields.specific.indestructible-shield.description":"Item 18. A high-grade greater reinforcing adamantine shield (Hardness 17, HP 136) damaged only by disintegrate or an artifact of destruction.","shields.specific.lions-shield.name":"Lion's Shield","shields.specific.lions-shield.description":"Item 6. A steel shield (Hardness 6, HP 36, BT 18) whose lion head is a +1 striking shield boss. Lion's Bite (free action, once per day, raised): it animates for 1 minute and you Strike with it (2d6 piercing, deadly d6, martial), again each time you Raise a Shield or Strike.","shields.specific.lodestone-shield.name":"Lodestone Shield","shields.specific.lodestone-shield.description":"Item 11. A moderate reinforcing cold iron shield (Hardness 10, HP 92, BT 46). Attract Projectile (reaction, once per minute, raised): a ranged Strike at a creature within 15 feet targets you instead, with Shield Block's benefit if it hits.","shields.specific.reflecting-shield.name":"Reflecting Shield","shields.specific.reflecting-shield.description":"Item 18. A high-grade silver buckler (Hardness 6, HP 24, BT 12) that works as a spellguard shield. Reflect Spell (reaction, once per day, raised): counteract a spell targeting you (rank 9, +30) and turn it back on its caster.","shields.specific.spellguard-shield.name":"Spellguard Shield","shields.specific.spellguard-shield.description":"Item 6. A steel shield (Hardness 6, HP 24, BT 12): raised, its circumstance bonus applies to saves against spells that target you, and you can Shield Block such spells.","shields.specific.spined-shield.name":"Spined Shield","shields.specific.spined-shield.description":"Item 7. A steel shield (Hardness 6, HP 24, BT 12) with +1 striking shield spikes. Its spines take Shield Block damage first, one snapping off per 6 damage (they regrow each day). Fire Spine (1 action): shoot a spine as a martial ranged weapon (120 feet).","shields.specific.sturdy-shield-minor.name":"Sturdy Shield (Minor)","shields.specific.sturdy-shield-minor.description":"Item 4. A superior steel shield (Hardness 8, HP 64, BT 32).","shields.specific.sturdy-shield-lesser.name":"Sturdy Shield (Lesser)","shields.specific.sturdy-shield-lesser.description":"Item 7. A superior steel shield (Hardness 10, HP 80, BT 40).","shields.specific.sturdy-shield-moderate.name":"Sturdy Shield (Moderate)","shields.specific.sturdy-shield-moderate.description":"Item 10. A superior steel shield (Hardness 13, HP 104, BT 52).","shields.specific.sturdy-shield-greater.name":"Sturdy Shield (Greater)","shields.specific.sturdy-shield-greater.description":"Item 13. A superior steel shield (Hardness 15, HP 120, BT 60).","shields.specific.sturdy-shield-major.name":"Sturdy Shield (Major)","shields.specific.sturdy-shield-major.description":"Item 16. A superior steel shield (Hardness 17, HP 136, BT 68).","shields.specific.sturdy-shield-supreme.name":"Sturdy Shield (Supreme)","shields.specific.sturdy-shield-supreme.description":"Item 19. A superior steel shield (Hardness 20, HP 160, BT 80).","weapons.specific.infiltrators-accessory.name":"Infiltrator's Accessory","weapons.specific.infiltrators-accessory.description":"Item 5. A +1 striking sword cane. Hide Magic (1 action): the blade merges into the cane, which then appears non-magical (3rd-rank disguise magic; DC 30 Perception to see through) until you activate it again.","weapons.specific.spellguard-blade.name":"Spellguard Blade","weapons.specific.spellguard-blade.description":"Item 7. A +1 striking main-gauche. While you have its parry trait's circumstance bonus to AC, you also add it to saves against spells that target you.","weapons.specific.spiritsight-crossbow.name":"Spiritsight Crossbow","weapons.specific.spiritsight-crossbow.description":"Item 8. A +1 striking ghost touch crossbow. Ethereal Vision (1 action, once per minute): until the end of your turn you sense into the Ethereal Plane within 60 feet (imprecise; precise for creatures not immune to spirit). Ethereal Shot (1 action, while it lasts): a Strike that passes through physical cover within that range.","weapons.specific.four-ways-dogslicer.name":"Four-Ways Dogslicer","weapons.specific.four-ways-dogslicer.description":"Item 12. A +2 striking dogslicer. Gem Twist (1 action): activate one of its flaming, frost or shock runes (only one at a time), taking 1d6 damage of that type, or turn the active one off with no damage.","weapons.specific.chalice-of-justice.name":"Chalice of Justice","weapons.specific.chalice-of-justice.description":"Item 14. A +2 greater striking holy cold iron longsword, also silver. An unholy creature holding it is drained 2 and can't recover. Sip of Justice (1 action, once per day): you regain Hit Points equal to its level (double if you're holy, and for 1 minute your critical hits on unholy creatures deal 2d6 persistent holy spirit damage and slow them 1 for 1 round).","armor.specific.mariners-splint.name":"Mariner's Splint","armor.specific.mariners-splint.description":"Item 5. +1 splint mail: a +1 item bonus to Athletics checks to Climb or Swim, and you move 5 feet farther when you succeed.","armor.specific.ghoul-hide.name":"Ghoul Hide","armor.specific.ghoul-hide.description":"Item 6. +1 hide armor: a +1 item bonus to saves against curses (a resilient rune's bonus against curses is 1 higher, at most +4), and immunity to ghouls' stench.","armor.specific.warleaders-bulwark.name":"Warleader's Bulwark","armor.specific.warleaders-bulwark.description":"Item 10. A +1 resilient breastplate: a +2 item bonus to Diplomacy, and a -2 item penalty to Stealth checks to Hide and Sneak and Deception checks to Impersonate. Command Bravery (1 action, once per day): allies within 100 feet gain a +2 status bonus to saves against fear for 1 minute, and each frightened one lowers its frightened value by 1.","armor.specific.warleaders-bulwark-greater.name":"Warleader's Bulwark (Greater)","armor.specific.warleaders-bulwark-greater.description":"Item 18. A +2 greater resilient breastplate, as warleader's bulwark with a +3 item bonus and a -3 item penalty.","armor.specific.holy-chain.name":"Holy Chain","armor.specific.holy-chain.description":"Item 13. +2 resilient chain mail with no Speed reduction, no check penalty and 1 Bulk: a +1 circumstance bonus to AC and saves against fiends, and a +2 item bonus to Diplomacy with all but fiends. An unholy wearer is drained 2 and can't recover. Celestial Flight (1 action, once per day): glowing wings give a fly Speed of 30 feet for 10 minutes.","armor.specific.unholy-plate.name":"Unholy Plate","armor.specific.unholy-plate.description":"Item 13. +2 resilient full plate with a horned helm: the horns are a martial melee weapon (+2 potency, 2d8 piercing, deadly d12, unholy; a critical hit needs a DC 30 Fortitude save or the target is drained 1, 2 on a critical failure). A holy wearer is drained 2 and can't recover. Demonic Slip (2 actions, once per day): you cast translocate.","shields.specific.exploding-shield.name":"Exploding Shield","shields.specific.exploding-shield.description":"Item 5. A wooden shield. Splintering Boom (free action, when it is destroyed): it explodes, 4d6 piercing damage to each creature in a 15-foot cone (DC 19 basic Reflex save).","shields.specific.medusas-scream.name":"Medusa's Scream","shields.specific.medusas-scream.description":"Item 13. A steel shield (Hardness 13, HP 52, BT 26) bearing a medusa's head under a cover. Petrifying Gaze (2 actions, once per day): it casts a DC 30 petrify on a creature within 30 feet.","shields.specific.medusas-scream-greater.name":"Medusa's Scream (Greater)","shields.specific.medusas-scream-greater.description":"Item 16. As medusa's scream, with Hardness 15, HP 60, BT 30, Petrifying Gaze once per hour and DC 35.","types.spell.name":"Spell","types.spell.state.rank.name":"Rank","types.spell.state.expended.name":"Expended","types.spell.state.font.name":"Divine font","types.spell.state.outcome.name":"Outcome","types.spell.state.value.name":"Value","types.spell.state.damageType.name":"Damage type","fields.spellcasting.tradition.name":"Tradition","fields.spellcasting.tradition.description":"The magical tradition the class casts from: arcane, divine, occult or primal.","fields.spellcasting.kind.name":"Spellcasting","fields.spellcasting.kind.description":"A prepared caster readies specific spells in each slot every day; a spontaneous caster casts any spell in its repertoire with an unspent slot.","fields.spellcasting.rank.name":"Spell proficiency","fields.spellcasting.attack.name":"Spell attack modifier","fields.spellcasting.attack.description":"The spellcasting attribute modifier plus the proficiency bonus in spell attacks. A spell attack roll has the attack trait and takes the multiple attack penalty.","fields.spellcasting.dc.name":"Spell DC","fields.spellcasting.dc.description":"10 + the spellcasting attribute modifier + the proficiency bonus in spell DCs.","fields.spellcasting.innate.attack.name":"Innate spell attack modifier","fields.spellcasting.innate.dc.name":"Innate spell DC","fields.spellcasting.innate.dc.description":"Innate spells use Charisma, and you're trained in them, or as proficient as in your class's spellcasting when that is better.","fields.spellcasting.maxRank.name":"Highest spell rank","fields.spellcasting.font.name":"Divine font","fields.spellcasting.font.description":"The spell a divine font prepares in its extra slots: heal or harm.","fields.spellcasting.fontSlots.name":"Divine font slots","fields.spellcasting.fontRank.name":"Divine font rank","fields.spells.autoRank.name":"Cantrip rank","fields.spells.autoRank.description":"Cantrips and focus spells are heightened to half your level, rounded up.","fields.focus.points.name":"Focus Points","fields.focus.points.description":"Your focus pool: 1 for each ability that grants one, up to 3. Casting a focus spell spends 1; Refocus regains 1, and daily preparations refill the pool.","fields.focus.spent.name":"Focus Points spent","fields.spellSlots.rank1.max.name":"1st-rank slots","fields.spellSlots.rank1.used.name":"1st-rank slots spent","fields.spellSlots.extra.max.name":"Extra slots (highest rank)","fields.spellSlots.extra.used.name":"Extra slots spent","fields.spells.extraSlot.name":"Spells the extra slot casts","fields.spellSlots.rank2.max.name":"2nd-rank slots","fields.spellSlots.rank2.used.name":"2nd-rank slots spent","fields.spellSlots.rank3.max.name":"3rd-rank slots","fields.spellSlots.rank3.used.name":"3rd-rank slots spent","fields.spellSlots.rank4.max.name":"4th-rank slots","fields.spellSlots.rank4.used.name":"4th-rank slots spent","fields.spellSlots.rank5.max.name":"5th-rank slots","fields.spellSlots.rank5.used.name":"5th-rank slots spent","fields.spellSlots.rank6.max.name":"6th-rank slots","fields.spellSlots.rank6.used.name":"6th-rank slots spent","fields.spellSlots.rank7.max.name":"7th-rank slots","fields.spellSlots.rank7.used.name":"7th-rank slots spent","fields.spellSlots.rank8.max.name":"8th-rank slots","fields.spellSlots.rank8.used.name":"8th-rank slots spent","fields.spellSlots.rank9.max.name":"9th-rank slots","fields.spellSlots.rank9.used.name":"9th-rank slots spent","fields.spellSlots.rank10.max.name":"10th-rank slots","fields.spellSlots.rank10.used.name":"10th-rank slots spent","situational.againstMental.name":"Against a mental effect","situational.shieldSpellBlock.name":"Shield Block with the shield spell","situational.fireShieldBlock.name":"Shield Block with fire shield","groups.spellcasting.label":"Spellcasting","groups.spell-slots.label":"Spell slots","groups.spell-actions.label":"Spellcasting actions","groups.spells.label":"Spells","groups.spell-effects.label":"Spells in effect","constraints.prepared-slots":"More spells prepared at a rank than slots of that rank","constraints.split-slot":"Split Slot: at most one split slot, below your highest rank of slot, and only with the feat","constraints.prepared-cantrips":"More cantrips prepared ({prepared}) than the {limit} you can prepare","constraints.prepared-rank":"A spell is prepared in a slot below its rank","constraints.curriculum-slots":"A curriculum slot or cantrip holds a spell from outside the curriculum","constraints.font-slots":"A divine font slot holds something other than the font's spell at its rank","actions.cast-spell.name":"Cast a Spell","actions.cast-spell.description":"Cast a spell you have. A cantrip or focus spell is heightened to half your level rounded up; a prepared spell is cast at its slot's rank and expended; a spontaneous spell at a rank it is known at (any rank from its own for a signature spell), spending a slot; a focus spell spends a Focus Point. Attack spells make a spell attack against each target; save spells have each target save against your spell DC.","actions.cast-spell.params.rank.name":"Rank","actions.cast-spell.params.rank.description":"The rank it is cast at; above the spell's own, it is heightened.","actions.cast-spell.params.actions.name":"Actions spent","actions.cast-spell.params.actions.description":"For a spell whose effect grows with the actions spent.","actions.cast-spell.params.ac.name":"Target's AC","actions.cast-spell.params.damageType.name":"Damage type","actions.cast-spell.params.copy.name":"Item (the weapon the spell is cast on)","actions.cast-spell.participants.target.name":"Targets","actions.cast-spell.participants.ally.name":"Allies","actions.cast-spell.steps.cost.prompt":"How do you cast this innate spell?","actions.cast-spell.options.innate.name":"Innate spell","actions.cast-spell.options.slot.name":"A spell slot of its rank","actions.cast-spell.steps.damage.name":"Damage","actions.cast-spell.steps.hit.name":"Damage","actions.cast-spell.steps.hitAlone.name":"Damage","actions.cast-spell.steps.heal.name":"Healing","actions.cast-spell.results.expended.name":"Already cast","actions.cast-spell.results.no-slot.name":"No slot left","actions.cast-spell.results.no-focus.name":"No Focus Points","actions.cast-spell.results.not-known.name":"Not known at that rank","actions.cast-spell.results.cast.name":"Cast","actions.cast-spell.results.rolled.name":"Rolled","actions.cast-spell.results.critical-success.name":"Critical hit","actions.cast-spell.results.success.name":"Hit","actions.cast-spell.results.failure.name":"Miss","actions.cast-spell.results.critical-failure.name":"Critical miss","actions.spell-attack.name":"Spell attack roll","actions.spell-attack.description":"A d20 plus your spell attack modifier against the target's AC. It takes the multiple attack penalty and counts toward it.","actions.spell-attack.params.field.name":"Spell attack modifier","actions.spell-attack.params.ac.name":"Target's AC","actions.spell-attack.params.attack.name":"Attack this turn","actions.spell-attack.params.attack.description":"For the multiple attack penalty: 1 for the first attack this turn.","actions.spell-attack.params.count.name":"Counts toward the multiple attack penalty","actions.spell-attack.participants.target.name":"Target","actions.spell-attack.steps.roll.name":"Spell attack","actions.refocus.name":"Refocus","actions.refocus.description":"Spend 10 minutes performing deeds to restore your magical connection: regain 1 Focus Point.","actions.refocus.results.refocused.name":"Focus Point regained","actions.daily-preparations.name":"Daily preparations","actions.daily-preparations.description":"Your spell slots and Focus Points come back, and your prepared spells are no longer expended.","actions.daily-preparations.results.prepared.name":"Prepared","actions.daily-preparations.steps.arcaneEvolution.prompt":"Arcane Evolution: a signature spell for today","actions.prepare-spells.name":"Prepare spells","actions.prepare-spells.description":"Choose the spells you prepare today: a spell for each slot, of the slot's rank or lower (cast at the slot's rank), and your cantrips.","actions.prepare-spells.results.prepared.name":"Prepared","actions.prepare-spells.steps.blend.prompt":"Spell Blending: trade spell slots","actions.prepare-spells.steps.splitSlot.prompt":"Split Slot: prepare two spells in one slot?","actions.prepare-spells.options.none.name":"No","actions.prepare-spells.options.split.name":"Split a slot","actions.prepare-spells.steps.splitWith.prompt":"Split Slot: the slot to split (at least a rank below your highest)","actions.prepare-spells.steps.splitSpell.prompt":"Split Slot: the second spell in that slot","actions.prepare-spells.options.rank1-up1.name":"Two 1st-rank slots for a 2nd-rank slot","actions.prepare-spells.options.rank1-up2.name":"Two 1st-rank slots for a 3rd-rank slot","actions.prepare-spells.options.rank1-cantrips.name":"A 1st-rank slot for two cantrips","actions.prepare-spells.options.rank2-up1.name":"Two 2nd-rank slots for a 3rd-rank slot","actions.prepare-spells.options.rank2-up2.name":"Two 2nd-rank slots for a 4th-rank slot","actions.prepare-spells.options.rank2-cantrips.name":"A 2nd-rank slot for two cantrips","actions.prepare-spells.options.rank3-up1.name":"Two 3rd-rank slots for a 4th-rank slot","actions.prepare-spells.options.rank3-up2.name":"Two 3rd-rank slots for a 5th-rank slot","actions.prepare-spells.options.rank3-cantrips.name":"A 3rd-rank slot for two cantrips","actions.prepare-spells.options.rank4-up1.name":"Two 4th-rank slots for a 5th-rank slot","actions.prepare-spells.options.rank4-up2.name":"Two 4th-rank slots for a 6th-rank slot","actions.prepare-spells.options.rank4-cantrips.name":"A 4th-rank slot for two cantrips","actions.prepare-spells.options.rank5-up1.name":"Two 5th-rank slots for a 6th-rank slot","actions.prepare-spells.options.rank5-up2.name":"Two 5th-rank slots for a 7th-rank slot","actions.prepare-spells.options.rank5-cantrips.name":"A 5th-rank slot for two cantrips","actions.prepare-spells.options.rank6-up1.name":"Two 6th-rank slots for a 7th-rank slot","actions.prepare-spells.options.rank6-up2.name":"Two 6th-rank slots for a 8th-rank slot","actions.prepare-spells.options.rank6-cantrips.name":"A 6th-rank slot for two cantrips","actions.prepare-spells.options.rank7-up1.name":"Two 7th-rank slots for a 8th-rank slot","actions.prepare-spells.options.rank7-up2.name":"Two 7th-rank slots for a 9th-rank slot","actions.prepare-spells.options.rank7-cantrips.name":"A 7th-rank slot for two cantrips","actions.prepare-spells.options.rank8-up1.name":"Two 8th-rank slots for a 9th-rank slot","actions.prepare-spells.options.rank8-cantrips.name":"An 8th-rank slot for two cantrips","actions.prepare-spells.options.rank9-cantrips.name":"A 9th-rank slot for two cantrips","actions.prepare-spells.steps.cantrips.prompt":"Prepare a cantrip","actions.prepare-spells.steps.rank1.prompt":"Prepare a 1st-rank spell","actions.prepare-spells.steps.rank2.prompt":"Prepare a spell in a 2nd-rank slot","actions.prepare-spells.steps.rank3.prompt":"Prepare a spell in a 3rd-rank slot","actions.prepare-spells.steps.rank4.prompt":"Prepare a spell in a 4th-rank slot","actions.prepare-spells.steps.rank5.prompt":"Prepare a spell in a 5th-rank slot","actions.prepare-spells.steps.rank6.prompt":"Prepare a spell in a 6th-rank slot","actions.prepare-spells.steps.rank7.prompt":"Prepare a spell in a 7th-rank slot","actions.prepare-spells.steps.rank8.prompt":"Prepare a spell in an 8th-rank slot","actions.prepare-spells.steps.rank9.prompt":"Prepare a spell in a 9th-rank slot","actions.prepare-spells.steps.rank10.prompt":"Prepare a spell in a 10th-rank slot","features.spellcasting.repertoire.name":"Spell repertoire","features.spellcasting.repertoire.description":"The spells you know and can cast spontaneously: your cantrips, and for each rank you have slots of as many spells as you have slots of that rank. A spell added at a higher rank than its own is known heightened to that rank.","features.spellcasting.repertoire.choices.cantrips.prompt":"Cantrips in your repertoire","features.spellcasting.repertoire.choices.spells.prompt":"{slot, selectordinal, one {#st} two {#nd} few {#rd} other {#th}}-rank spells in your repertoire","features.spellcasting.signature-spells.name":"Signature spells","features.spellcasting.signature-spells.description":"For each spell rank you can cast, one spell in your repertoire is a signature spell: you can cast it heightened to any rank you have slots for, from its own up, without learning it at that rank.","features.spellcasting.signature-spells.choices.signature.prompt":"{slot, selectordinal, one {#st} two {#nd} few {#rd} other {#th}}-rank signature spell","tags.tradition.arcane.name":"Arcane","tags.tradition.divine.name":"Divine","tags.tradition.occult.name":"Occult","tags.tradition.primal.name":"Primal","tags.trait.cantrip.name":"Cantrip","tags.trait.cantrip.description":"A spell you can cast at will, heightened to half your level rounded up.","tags.trait.focus.name":"Focus","tags.trait.focus.description":"A spell cast by spending a Focus Point.","tags.trait.attack.name":"Attack","tags.trait.incapacitation.name":"Incapacitation","tags.trait.incapacitation.description":"A creature of more than twice the spell's rank treats its check against it as one degree of success better, and the caster's check against it as one degree worse.","tags.trait.uncommon.name":"Uncommon","tags.trait.concentrate.name":"Concentrate","tags.trait.mental.name":"Mental","tags.trait.emotion.name":"Emotion","tags.trait.fear.name":"Fear","tags.trait.auditory.name":"Auditory","tags.trait.visual.name":"Visual","tags.trait.linguistic.name":"Linguistic","tags.trait.olfactory.name":"Olfactory","tags.trait.illusion.name":"Illusion","tags.trait.detection.name":"Detection","tags.trait.prediction.name":"Prediction","tags.trait.revelation.name":"Revelation","tags.trait.scrying.name":"Scrying","tags.trait.summon.name":"Summon","tags.trait.polymorph.name":"Polymorph","tags.trait.morph.name":"Morph","tags.trait.curse.name":"Curse","tags.trait.disease.name":"Disease","tags.trait.poison.name":"Poison","tags.trait.healing.name":"Healing","tags.trait.death.name":"Death","tags.trait.sleep.name":"Sleep","tags.trait.light.name":"Light","tags.trait.darkness.name":"Darkness","tags.trait.subtle.name":"Subtle","tags.trait.aura.name":"Aura","tags.trait.move.name":"Move","tags.trait.extradimensional.name":"Extradimensional","tags.trait.misfortune.name":"Misfortune","tags.trait.sanctified.name":"Sanctified","tags.trait.holy.name":"Holy","tags.trait.unholy.name":"Unholy","tags.trait.acid.name":"Acid","tags.trait.cold.name":"Cold","tags.trait.electricity.name":"Electricity","tags.trait.fire.name":"Fire","tags.trait.force.name":"Force","tags.trait.sonic.name":"Sonic","tags.trait.spirit.name":"Spirit","tags.trait.vitality.name":"Vitality","tags.trait.void.name":"Void","tags.trait.air.name":"Air","tags.trait.earth.name":"Earth","tags.trait.water.name":"Water","tags.trait.wood.name":"Wood","tags.trait.metal.name":"Metal","tags.trait.composition.name":"Composition","tags.trait.hex.name":"Hex","tags.trait.bard.name":"Bard","tags.trait.witch.name":"Witch","tags.trait.oracle.name":"Oracle","tags.trait.champion.name":"Champion","feats.spellcasting.reach-spell.name":"Reach Spell","feats.spellcasting.reach-spell.description":"One action, spellshape. If your next action is to Cast a Spell with a range, its range increases by 30 feet; a touch range becomes 30 feet.","feats.spellcasting.widen-spell.name":"Widen Spell","feats.spellcasting.widen-spell.description":"One action, spellshape. If your next action is to Cast a Spell with a burst, cone or line area and no duration, the area grows: 5 feet more radius for a burst of at least 10 feet, 5 feet more length for a cone or line of 15 feet or less, 10 feet more for a longer one.","feats.spellcasting.familiar.name":"Familiar","feats.spellcasting.familiar.description":"You bond with a familiar, a small creature that serves you and helps your spellcasting.","feats.spellcasting.cantrip-expansion.name":"Cantrip Expansion","feats.spellcasting.cantrip-expansion.description":"Two more cantrips: a prepared caster prepares two more each day; a spontaneous caster adds two cantrips from its list to its repertoire.","feats.spellcasting.enhanced-familiar.name":"Enhanced Familiar","feats.spellcasting.enhanced-familiar.description":"Prerequisite: a familiar. You choose four familiar or master abilities each day instead of two.","feats.spellcasting.bespell-strikes.name":"Bespell Strikes","feats.spellcasting.bespell-strikes.description":"Free action, once per turn, when your last action was to cast a spell other than a cantrip. Until the end of your turn, one weapon or unarmed attack you wield deals 1d6 extra force damage (or the spell's damage type), and gains your tradition's trait.","feats.spellcasting.steady-spellcasting.name":"Steady Spellcasting","feats.spellcasting.steady-spellcasting.description":"When a reaction would disrupt your spellcasting, attempt a DC 15 flat check; on a success it is not disrupted.","situational.bespellStrikes.name":"Bespell Strikes (1d6 force)","fields.speed.fly.name":"Fly Speed","fields.speed.climb.name":"Climb Speed","fields.speed.burrow.name":"Burrow Speed","tags.trait.possession.name":"Possession","tags.trait.rare.name":"Rare","tags.trait.teleportation.name":"Teleportation","spells.aberrant-whispers.name":"Aberrant Whispers","spells.aberrant-whispers.description":"You speak words in an unknown tongue that batter the minds of foes in a 5-foot emanation, 5 feet wider for each extra action you spend. Whatever their saves, they are then temporarily immune for 1 minute.\n\n**Success** The target is unaffected.\n\n**Failure** Stupefied 2.\n\n**Critical Failure** Confused.\n\n**Heightened (+3)** The starting radius is 5 feet larger.","spells.aerial-form.name":"Aerial Form","spells.aerial-form.description":"You take a Medium flying animal battle form of your choice (bat, bird, pterosaur or wasp) and gain the animal trait. You can Dismiss the spell. In the form you have AC 18 + your level (ignoring your armor's check penalty and Speed reduction), 5 temporary Hit Points, low-light vision, an Acrobatics modifier of +16 unless yours is higher, and the form's unarmed attacks, which are the only ones you can Strike with: trained, Dexterity-based, attack modifier +16 and damage bonus +5 (or your own Dexterity unarmed attack modifier if higher).\n\n- **Bat** Speed 20 feet, fly 30 feet, precise echolocation 40 feet; fangs 2d8 piercing; wing (agile) 2d6 bludgeoning.\n- **Bird** Speed 10 feet, fly 50 feet; beak 2d8 piercing; talon (agile) 1d10 slashing.\n- **Pterosaur** Speed 10 feet, fly 40 feet, imprecise scent 30 feet; beak 3d6 piercing.\n- **Wasp** Speed 20 feet, fly 40 feet; stinger 1d8 piercing plus 1d6 persistent poison.\n\n**Heightened (5th)** Large, with a +10-foot status bonus to your fly Speed; 10 temporary HP, attack +18, damage +8, Acrobatics +20.\n\n**Heightened (6th)** Huge, with a +15-foot status bonus to your fly Speed and 10-foot reach; AC 21 + your level, 15 temporary HP, attack +21, damage +4 with double the damage dice (persistent damage included), Acrobatics +23.","spells.angelic-wings.name":"Angelic Wings","spells.angelic-wings.description":"Wings of light spread from your back, giving you a fly Speed equal to your Speed and shedding bright light in a 30-foot radius. If you're still flying when the spell ends, you float down as with gentle landing.\n\n**Heightened (5th)** The duration is 1 minute.","spells.arcane-countermeasure.name":"Arcane Countermeasure","spells.arcane-countermeasure.texts.trigger":"a creature within range that you can see Casts a Spell","spells.arcane-countermeasure.description":"You undermine the target spell: its rank drops by 1 (not below its lowest rank), and its targets gain a +2 status bonus to saves, skill checks, AC and DCs against it, even if its rank can't drop.","spells.arctic-rift.name":"Arctic Rift","spells.arctic-rift.description":"A jagged rift opens in the air along the line, drawing away warmth: 12d8 cold damage by each creature's Fortitude save.\n\n**Critical Success** The creature is unaffected.\n\n**Success** Half damage.\n\n**Failure** Full damage, and slowed 1 until the start of your next turn.\n\n**Critical Failure** Double damage; ice immobilizes it, and it is slowed 1 while immobilized. The ice is an object with 60 HP, Hardness 5, immunity to cold and weakness 10 to fire, destroyed if the creature Escapes.\n\n**Heightened (+1)** The damage increases by 1d8 and the ice's HP by 5.","spells.artistic-flourish.name":"Artistic Flourish","spells.artistic-flourish.description":"You reshape the target to your creative vision: plainly the same item, with the aesthetic details you choose. It is a striking piece, but obviously magical and temporary, so its value doesn't change. If you're an expert in Crafting, it grants a +1 item bonus to attack rolls (a weapon) or skill checks (a skill tool). Casting the spell again ends the earlier one.\n\n**Heightened (7th)** A +2 item bonus if you're a master in Crafting.\n\n**Heightened (10th)** A +3 item bonus if you're legendary in Crafting.","spells.avatar.name":"Avatar","spells.avatar.description":"You take the Huge battle form of your deity's avatar; you have hands and can use manipulate actions. You can Dismiss the spell. In the form you have AC 25 + your level (ignoring your armor's check penalty and Speed reduction), 30 temporary Hit Points, darkvision, Athletics +35 unless yours is higher, and the attacks of your deity's form, the only ones you can Strike with: trained, attack modifier +33 (or your own unarmed attack modifier if higher), Strength-based for melee attacks without finesse and Dexterity-based for ranged ones, dealing the damage listed. Your deity's form also sets your Speeds and any other abilities, as the GM rules for your deity.","spells.banishment.name":"Banishment","spells.banishment.description":"You send the target back to its home plane. You can spend a third action and add a cost, a specially gathered object anathema to the creature, to give it a –2 circumstance penalty to its save. The spell fails if you aren't on your own home plane.\n\n**Critical Success** The target resists, and you are stunned 1.\n\n**Success** The target resists.\n\n**Failure** The target is banished.\n\n**Critical Failure** The target is banished and can't return to this plane by any means for 1 week.\n\n**Heightened (9th)** You can target up to 10 creatures; the extra cost affects those it is anathema to.","spells.blessed-boundary.name":"Blessed Boundary","spells.blessed-boundary.description":"A hollow sphere of hundreds of swirling divine-force fragments forms a 2-inch shell around the area (smaller in 5-foot steps if you like). It gives cover and passes through solid terrain harmlessly. A creature the shell intersects when it forms, or that moves through it, takes 7d8 force damage, and again at the end of its turn if the shell hasn't already damaged it that turn, by its Reflex save.\n\n**Critical Success** The creature is unaffected.\n\n**Success** Half damage.\n\n**Failure** Full damage, and you push it up to 10 feet in a direction you choose, ending its movement.\n\n**Critical Failure** Double damage, and you push it up to 20 feet, ending its movement.\n\n**Heightened (+1)** The damage increases by 1d8.","spells.breath-of-life.name":"Breath of Life","spells.breath-of-life.texts.trigger":"a living creature within range would die","spells.breath-of-life.description":"You keep the target from dying and restore 5d8 Hit Points to it. You can't use this against a death effect or an effect that leaves no remains.\n\n**Heightened (+2)** The healing increases by 1d8.","spells.canticle-of-everlasting-grief.name":"Canticle of Everlasting Grief","spells.canticle-of-everlasting-grief.description":"A melody of pure grief, heard only by the target, foretells the loss of all it cherishes: 10d6 mental damage by its Will save. A creature cursed by the spell can't benefit from circumstance or status bonuses.\n\n**Critical Success** The target is unaffected.\n\n**Success** Half damage, frightened 1, and cursed for 1 round.\n\n**Failure** Full damage, frightened 3, and cursed for 1 week.\n\n**Critical Failure** Double damage, frightened 4, and cursed for an unlimited duration; while it lasts, its allies within 15 feet of it are cursed too.","spells.captivating-adoration.name":"Captivating Adoration","spells.captivating-adoration.description":"You become entrancing, distracting creatures in the area (you can exclude any). A creature attempts a Will save when you cast the spell or when it first enters the aura, keeping that result if it leaves and returns.\n\n**Critical Success** It is unaffected and temporarily immune for 1 hour.\n\n**Success** It is fascinated with you for its next action, then temporarily immune for 1 hour.\n\n**Failure** It is fascinated with you.\n\n**Critical Failure** It is fascinated with you, and its attitude toward you improves by one step.\n\n**Heightened (+1)** The emanation grows by 15 feet.","spells.cataclysm.name":"Cataclysm","spells.cataclysm.description":"You bring down a piece of every world-ending catastrophe at once on all creatures in the area, treating their resistances as 10 lower against it. Each attempts one basic Reflex save against all of it: acid rain (3d10 acid), an earthquake (3d10 bludgeoning to creatures on the ground), freezing wind (3d10 cold), lightning (3d10 electricity), beating winds (3d10 bludgeoning to flying creatures), a tsunami (3d10 bludgeoning, doubled for swimming creatures) and a wildfire (3d10 fire).","spells.celestial-brand.name":"Celestial Brand","spells.celestial-brand.description":"A blazing symbol curses an unholy target. You and your allies gain a +1 status bonus to attack rolls and skill checks against it, and a holy creature that damages it deals 1d4 extra spirit damage. It is then temporarily immune for 1 minute.\n\n**Heightened (+1)** The spirit damage increases by 1.","spells.chain-lightning.name":"Chain Lightning","spells.chain-lightning.description":"A bolt of lightning strikes the target for 8d12 electricity damage with a basic Reflex save, then arcs to another creature within 30 feet of it, then another within 30 feet of that one, and so on, as long as you like. No creature can be struck twice, you need line of effect to each, and the chain stops when a target critically succeeds. Roll the damage once for all of them.\n\n**Heightened (+1)** The damage increases by 1d12.","spells.chthonian-wrath.name":"Chthonian Wrath","spells.chthonian-wrath.description":"You call up a realm of the demonic depths: roll 1d4 for its two damage types and deal 4d6 of each (8d6 in all) to each creature in the cone, with a basic Reflex save.\n\n**1** Skies: bludgeoning and electricity. **2** Depths: acid and slashing. **3** Frozen: bludgeoning and cold. **4** Volcanic: fire and piercing.\n\n**Heightened (+1)** Each type's damage increases by 1d6.","spells.clairvoyance.name":"Clairvoyance","spells.clairvoyance.description":"An invisible, unmoving eye appears at a spot within range, even one out of your sight or line of effect. You see in every direction from it as with your own visual senses.","spells.clinging-shadows-stance.name":"Clinging Shadows Stance","spells.clinging-shadows-stance.description":"You enter the stance of clinging shadows. You can make shadow grasp Strikes: 1d4 void damage, brawling group, agile, grapple, reach and unarmed; entering the stance is a qi spell, but the Strikes aren't. While in the stance you gain a +2 circumstance bonus to Athletics checks to Grapple and to the DC to Escape from you.","spells.commanding-lash.name":"Commanding Lash","spells.commanding-lash.texts.requirements":"your most recent action dealt damage to the target","spells.commanding-lash.description":"You compel a creature you've just harmed with the threat of more pain: it is commanded as by the command spell. It takes a –2 circumstance penalty to the save if it is frightened, stupefied or taking persistent damage, and whatever the result is then temporarily immune for 1 hour.","spells.community-restoration.name":"Community Restoration","spells.community-restoration.texts.trigger":"you Cast a Spell from a wizard spell slot, and it affects one or more willing allies without damaging them","spells.community-restoration.description":"Shared strength bolsters you all: you gain 2 temporary Hit Points per rank of the triggering spell, and can divide as many more among the allies it affected. They last 1 minute.","spells.competitive-edge.name":"Competitive Edge","spells.competitive-edge.description":"Your drive to beat the opposition gives you a +1 status bonus to attack rolls and skill checks. When an enemy within 20 feet critically succeeds at an attack roll or skill check, the bonus is +3 for 1 round on attack rolls or on that skill, whichever it was.\n\n**Heightened (7th)** The bonus is +2, and +4 after a foe's critical success.","spells.confusion.name":"Confusion","spells.confusion.description":"The target's mind fills with strange impulses and it acts at random. You can Dismiss the spell.\n\n**Critical Success** The target is unaffected.\n\n**Success** The target babbles and is stunned 1.\n\n**Failure** The target is confused for 1 minute; it can attempt a new save at the end of each of its turns to end the confusion.\n\n**Critical Failure** The target is confused for 1 minute, with no save to end it early.\n\n**Heightened (8th)** You can target up to 10 creatures.","spells.contingency.name":"Contingency","spells.contingency.description":"As you cast this spell you also cast a companion spell of 4th rank or lower, taking no more than 3 actions, that can affect you, making all its decisions now (such as resist energy's damage type). You set a trigger, as for a Ready action. Afterward, you can bring the companion spell into effect as a reaction when the trigger happens; it affects only you. The GM may rule an overly complicated trigger fails. Casting contingency again replaces the earlier one.\n\n**Heightened (8th)** The companion spell can be 5th rank or lower.\n\n**Heightened (9th)** 6th rank or lower.\n\n**Heightened (10th)** 7th rank or lower.","spells.control-water.name":"Control Water","spells.control-water.description":"You raise or lower the water in the area by 10 feet. Creatures with the water trait in the area when you cast the spell attempt a Fortitude save against the effects of slow.","spells.creation.name":"Creation","spells.creation.description":"You conjure a temporary object of earthen or plant matter (wood, paper, brick, stone and the like) of up to 5 cubic feet. It can't have intricate artistry or complex moving parts, can't be made of precious or uncommon materials and can't pay a cost; it is obviously conjured, so it can't be sold or passed off as real. The spell gains the trait of the material, typically earth, plant or wood.\n\n**Heightened (5th)** The object can also be metal, including common minerals such as quartz; the spell then gains the metal trait.","spells.cursed-metamorphosis.name":"Cursed Metamorphosis","spells.cursed-metamorphosis.description":"You turn the target into a harmless local animal, by its Fortitude save.\n\n**Critical Success** The target is unaffected.\n\n**Success** It gains a few of the animal's features, and its churning insides make it sickened 1; its features return to normal when the sickened condition ends.\n\n**Failure** It transforms for 1 minute but keeps its mind. If it spends all its actions on a turn focusing on its true form, it can attempt a Will save to end the effect.\n\n**Critical Failure** It becomes the animal, body and mind, for an unlimited duration.","spells.darkened-sight.name":"Darkened Sight","spells.darkened-sight.description":"You fill a creature's eyes with darkness, giving it greater darkvision, which sees even through magical darkness.","spells.delusional-pride.name":"Delusional Pride","spells.delusional-pride.description":"You make the target overconfident, blaming its failures on anything but itself. Its Will save sets the spell's duration; whatever the result, it is then temporarily immune for 24 hours. While the spell lasts, when it fails an attack roll or skill check it takes a –1 status penalty to attack rolls and skill checks until the end of its turn (or of its next turn, if the roll was outside its turn), –2 if it fails again while penalized.\n\n**Critical Success** It is unaffected.\n\n**Success** 1 round.\n\n**Failure** 10 minutes.\n\n**Critical Failure** 24 hours.","spells.desiccate.name":"Desiccate","spells.desiccate.description":"You draw the moisture from the targets' bodies: 10d10 void damage with a basic Fortitude save. Creatures made of water and plant creatures take the result one degree worse than their save; creatures with no real moisture in them, such as earth elementals, are immune.\n\n**Heightened (+1)** The damage increases by 1d10.","spells.destructive-aura.name":"Destructive Aura","spells.destructive-aura.description":"Swirling sands of divine ruin surround you, lowering the resistances of you and every creature in the area by 2.\n\n**Heightened (+2)** The resistances drop by 2 more.","spells.detect-scrying.name":"Detect Scrying","spells.detect-scrying.description":"You sense scrying effects in the area. If this spell's rank is higher than a scrying effect's, you also glimpse the creature scrying and learn its rough distance and direction.\n\n**Heightened (6th)** The duration is until your next daily preparations.","spells.detonate-magic.name":"Detonate Magic","spells.detonate-magic.description":"You try to counteract the target. On a success, its magic explodes for 8d6 force damage with a basic Reflex save. A counteracted item is deactivated for 1 week (destroyed on a critical success) and the explosion is a 5-foot emanation around it; a counteracted spell ends, and the explosion hits every creature in its area, or its target and every creature within 5 feet of it.","spells.dinosaur-form.name":"Dinosaur Form","spells.dinosaur-form.description":"You take a Large dinosaur battle form of your choice and gain the animal and dinosaur traits. You can Dismiss the spell. In the form you have AC 18 + your level (ignoring your armor's check penalty and Speed reduction), 15 temporary Hit Points, low-light vision, imprecise scent 30 feet, an Athletics modifier of +18 unless yours is higher, and the form's unarmed attacks, which are the only ones you can Strike with: trained, Strength-based, attack modifier +16 and damage bonus +9 (or your own unarmed attack modifier if higher).\n\n- **Ankylosaurus** Speed 25 feet; tail (backswing, reach 10 feet) 2d6 bludgeoning; foot 2d6 bludgeoning.\n- **Brontosaurus** Speed 25 feet; tail (reach 15 feet) 2d6 bludgeoning; foot 2d8 bludgeoning.\n- **Deinonychus** Speed 40 feet; talon (agile) 2d4 piercing plus 1 persistent bleed; jaws 1d10 piercing.\n- **Stegosaurus** Speed 30 feet; tail (reach 10 feet) 2d8 piercing.\n- **Triceratops** Speed 30 feet; horn 2d8 piercing, plus 1d6 persistent bleed on a critical hit; foot 2d6 bludgeoning.\n- **Tyrannosaurus** Speed 30 feet; jaws (deadly d12, reach 10 feet) 1d12 piercing; tail (reach 10 feet) 1d10 bludgeoning.\n\n**Heightened (5th)** Huge, with reach 15 feet (20 feet for an attack that had 15); 20 temporary HP, attack +18, damage +6 with double the damage dice, Athletics +21.\n\n**Heightened (7th)** Gargantuan, with reach 20 feet (25 feet for an attack that had 15); AC 21 + your level, 25 temporary HP, attack +25, damage +15 with double the damage dice, Athletics +25.","spells.disappearance.name":"Disappearance","spells.disappearance.description":"The target becomes invisible to every precise sense, not only sight. A creature can still find it by Seeking with other means, such as disturbed dust or a gap in the sounds around it.","spells.disintegrate.name":"Disintegrate","spells.disintegrate.description":"A black bolt flies at the target and becomes a destroying beam: make a spell attack. On a hit, an object or force construct (such as a wall of force) is destroyed with no save unless it is an artifact or the like, up to a 10-foot cube of matter. A creature hit takes 12d10 damage with no type, with a basic Fortitude save; on a critical hit, its save is one degree worse. A creature reduced to 0 HP turns to fine powder, leaving its gear.\n\n**Heightened (+1)** The damage increases by 2d10.","spells.dispelling-globe.name":"Dispelling Globe","spells.dispelling-globe.description":"An immobile globe surrounds you. It tries to counteract every spell from outside whose area or targets enter it, as dispel magic of 1 rank lower than this spell. A success stops only the part of the spell that would enter the globe. The globe must form in open space, its edges passing through no creature or object, or the spell is lost; creatures can enter it afterward.","spells.disperse-into-air.name":"Disperse into Air","spells.disperse-into-air.texts.trigger":"you take damage from an enemy or a hazard","spells.disperse-into-air.description":"After the triggering damage you turn into air. Until the end of the turn you can't be attacked or targeted, take up no space, can't act, and your auras and emanations are suppressed. At the end of the turn you re-form in a space you can occupy within 15 feet, your auras returning if their durations haven't run out.","spells.divine-decree.name":"Divine Decree","spells.divine-decree.description":"You speak a litany of your faith that harms those against your ideals: 7d10 spirit damage to enemies in the area, by their Fortitude saves.\n\n**Critical Success** The creature is unaffected.\n\n**Success** Half damage.\n\n**Failure** Full damage, and enfeebled 2 for 1 minute.\n\n**Critical Failure** Double damage and enfeebled 2 for 1 minute. If you are on your home plane and the creature isn't, it is sent back to its own. A creature of 10th level or lower must also succeed at a Will save or be paralyzed for 1 minute, dying on a critical failure (a death effect).\n\n**Heightened (+1)** The damage increases by 1d10, and the level of creatures that attempt the second save by 2.","spells.divine-immolation.name":"Divine Immolation","spells.divine-immolation.description":"Divine flames scour the area for 6d6 fire damage and 2d6 persistent fire damage, by each creature's Reflex save. A creature takes spirit damage instead of fire if that would be worse for it, as the GM decides.\n\n**Critical Success** The creature is unaffected.\n\n**Success** Half damage and no persistent damage.\n\n**Failure** Full damage and the persistent damage.\n\n**Critical Failure** Double damage and double persistent damage.\n\n**Heightened (+1)** The damage increases by 1d6 and the persistent damage by 1d6.","spells.divine-inspiration.name":"Divine Inspiration","spells.divine-inspiration.description":"You fill the target with spiritual energy. A prepared caster recovers one spell of 6th rank or lower it cast today and can cast it again; a spontaneous caster recovers one spell slot of 6th rank or lower; and a creature with a focus pool regains its Focus Points as if it had Refocused.","spells.divine-wrath.name":"Divine Wrath","spells.divine-wrath.description":"Divine fury strikes the enemies in the area for 4d10 spirit damage, by their Fortitude saves.\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature takes half damage.\n\n**Failure** The creature takes full damage and is sickened 1.\n\n**Critical Failure** The creature takes full damage and is sickened 2, and is slowed 1 while it is sickened.\n\n**Heightened (+1)** The damage increases by 1d10.","spells.dominate.name":"Dominate","spells.dominate.description":"You take command of the target. If you give a plainly self-destructive order, it does nothing until you give another.\n\n**Critical Success** The target is unaffected.\n\n**Success** The target is stunned 1 as it fights off your commands.\n\n**Failure** The target is controlled by you, but it can attempt a Will save at the end of each of its turns, ending the spell on a success.\n\n**Critical Failure** As failure, but it gets a new save only when you order it to do something against its nature, such as killing its allies.\n\n**Heightened (10th)** The duration is unlimited.","spells.downpour.name":"Downpour","spells.downpour.description":"A torrential rain puts out non-magical flames. Creatures in the area are concealed and gain fire resistance 10, and creatures outside are concealed to those within. A creature with weakness to water that ends its turn in the rain takes its weakness.\n\n**Heightened (+1)** The fire resistance increases by 2.","spells.dragon-breath.name":"Dragon Breath","spells.dragon-breath.description":"You breathe energy in a 30-foot cone: 5d6 damage with a basic Reflex save, of a type set by your dragon's tradition (arcane force, divine spirit, occult mental, primal fire).\n\n**Heightened (+1)** The damage increases by 2d6.","spells.dragon-form.name":"Dragon Form","spells.dragon-form.description":"You take the Large battle form of a dragon of a common kind (or another the GM allows) and gain the dragon trait; you have hands and can use manipulate actions. You can Dismiss the spell. In the form you have:\n\n- AC 18 + your level (ignoring your armor's check penalty and Speed reduction), 10 temporary Hit Points, Speed 40 feet and fly 100 feet, and, if the dragon has them, burrow 20 feet, climb 40 feet or swim 60 feet.\n- Resistance 10 to your Dragon Breath's damage type, darkvision and imprecise scent 60 feet, and Athletics +23 unless yours is higher.\n- Unarmed attacks, the only ones you can Strike with: trained, Strength-based, attack modifier +22 and damage bonus +6 (or your own unarmed attack modifier if higher): jaws 2d12 piercing plus 2d6 of your breath's damage type; claw (agile) 3d10 slashing; tail (reach 10 feet) 3d10 bludgeoning.\n- **Dragon Breath** (2 actions): 10d6 damage in a 30-foot cone or 100-foot line, of the dragon's shape, damage type and save (basic, against your spell DC; pick one type if the breath has several). You can't use it again for 1d4 rounds. It has the dragon's tradition trait and the trait of its damage type.\n- **Tradition resistance**, if the dragon's tradition matches the spell's: arcane, resistance 5 to damage from spells; divine, resistance 10 to spirit, vitality and void; occult, resistance 10 to mental; primal, resistance 5 to physical damage.\n\n**Heightened (8th)** Huge, with a +20-foot status bonus to your fly Speed and 5 feet more reach (10 feet for the tail); AC 21 + your level, 15 temporary HP, attack +28, damage +12, Athletics +28, and Dragon Breath deals 4d6 more damage.","spells.dragon-wings.name":"Dragon Wings","spells.dragon-wings.description":"Leathery wings sprout from your back, giving you a fly Speed of 60 feet or your Speed, whichever is greater. If you're still flying when the spell ends, you float down as with gentle landing.\n\n**Heightened (8th)** The duration is 10 minutes.","spells.drain-life.name":"Drain Life","spells.drain-life.description":"You close your hand and draw life from the target: 3d4 void damage with a basic Fortitude save. You gain temporary Hit Points equal to the damage it takes (after its save and any blood magic), or to its remaining Hit Points if fewer, lasting 1 minute.\n\n**Heightened (+1)** The damage increases by 1d4.","spells.dreamers-call.name":"Dreamer's Call","spells.dreamers-call.description":"A vivid illusory daydream drawn from the target's dreams appears in an unoccupied space within range, luring it.\n\n**Critical Success** It is unaffected.\n\n**Success** It is fascinated by the daydream.\n\n**Failure** It is fascinated by the daydream, and its first action after you cast the spell is one you choose: approach the daydream, flee from it (as fleeing), Release what it holds as an offering, or Drop Prone in obeisance.\n\n**Critical Failure** As failure, but it repeats that course of action with every action it can for the spell's duration, and does nothing else.","spells.dreaming-potential.name":"Dreaming Potential","spells.dreaming-potential.description":"The sleeping target explores its own potential in a lucid dream. If it sleeps the full 8 hours undisturbed, it wakes having spent a day of downtime retraining, though not for retraining that needs an instructor or knowledge it can't reach in a dream.","spells.duplicate-foe.name":"Duplicate Foe","spells.duplicate-foe.description":"You create a temporary duplicate of an enemy of 15th level or lower to fight for you, unless the target's Fortitude save disrupts it. It appears next to the target with the target's attack modifier, AC, saves, Perception and skill modifiers, but only 70 HP, no special abilities (no immunities, resistances or weaknesses) and no magic items besides weapon potency runes. It is a minion that can only Stride and Strike, dealing the target's normal damage without added effects, and it fights your enemies as best it can; when you Sustain the spell you can also Command it, though the GM decides if it obeys. It loses 4d6 HP after each of its turns, can't regain HP, and the spell ends at 0 HP.\n\n**Critical Success** No duplicate appears.\n\n**Success** The duplicate's Strikes deal half damage, and it lasts at most 2 rounds.\n\n**Failure** The duplicate works as described.\n\n**Heightened (+1)** The target can be 2 levels higher, and the duplicate has 10 more HP.","spells.earthquake.name":"Earthquake","spells.earthquake.description":"You shake the ground, opening fissures and collapsing structures; the GM may add more, such as cliffs falling or a lake draining into quicksand.\n\n**Shaking Ground** The ground is difficult terrain, and creatures on it take a –2 circumstance penalty to attack rolls, AC and skill checks.\n\n**Fissures** Each creature on the ground attempts a Reflex save at the start of its turn to keep its footing and not fall into a permanent 40-foot-deep fissure (climbing out takes DC 15 Athletics checks).\n\n**Collapse** The GM rolls a flat check for each structure and ceiling (DC 16 sturdy, 14 average or natural, 9 shoddy, adjusted as fits). A collapse deals 11d6 bludgeoning damage to each creature caught in it with a basic Reflex save; a creature falls prone unless it critically succeeds, and into a fissure if it critically fails.\n\n**Heightened (10th)** A great earthquake that can level a settlement: range half a mile, area a quarter-mile burst.","spells.eclipse-burst.name":"Eclipse Burst","spells.eclipse-burst.description":"A globe of freezing darkness bursts in the area: 8d10 cold damage to every creature, plus 8d4 void damage to living ones, by their Reflex saves. It tries to counteract magical light in the area or on a creature in it.\n\n**Critical Success** The creature is unaffected.\n\n**Success** Half damage.\n\n**Failure** Full damage.\n\n**Critical Failure** Double damage, and blinded for an unlimited duration.\n\n**Heightened (+1)** The cold damage increases by 1d10 and the void damage by 1d4.","spells.elemental-blast.name":"Elemental Blast","spells.elemental-blast.description":"You blast your foes with your element in a 10-foot burst within 30 feet, a 30-foot cone or a 60-foot line: 8d6 damage of your element's type (slashing for air, fire for fire, and so on) with a basic Reflex save. The spell has your element's trait.\n\n**Heightened (+1)** The damage increases by 2d6.","spells.elemental-form.name":"Elemental Form","spells.elemental-form.description":"You take a Medium elemental battle form of the element you choose, gaining its trait and the elemental trait; you have hands and can use manipulate actions. You can Dismiss the spell. In the form you have AC 19 + your level (ignoring your armor's check penalty and Speed reduction), 10 temporary Hit Points, darkvision, Acrobatics (air, fire, metal) or Athletics (earth, water, wood) +20 unless yours is higher, and the form's unarmed attacks, the only ones you can Strike with: trained, attack modifier +18 and damage bonus +9, Dexterity-based for air, fire and metal and Strength-based otherwise (or your own unarmed attack modifier if higher).\n\n- **Air** fly 80 feet, and your movement doesn't trigger reactions; gust 1d4 bludgeoning.\n- **Earth** Speed 20 feet, burrow 20 feet; boulder 2d10 bludgeoning.\n- **Fire** Speed 50 feet; fire resistance 10, weakness 5 to cold and to water; tendril 1d8 fire plus 1d4 persistent fire.\n- **Metal** Speed 40 feet, fly 20 feet; blade (versatile piercing) 1d8 slashing plus 1d4 electricity.\n- **Water** Speed 20 feet, swim 60 feet; fire resistance 5; wave 1d12 bludgeoning, and after a hit you can spend an action to push the target 5 feet as a successful Shove.\n- **Wood** Speed 20 feet, climb 30 feet; branch 2d10 bludgeoning.\n\n**Heightened (6th)** Large, with 10-foot reach; AC 22 + your level, 15 temporary HP, attack +23, damage +13, skill +23.\n\n**Heightened (7th)** Huge, with 15-foot reach; AC 22 + your level, 20 temporary HP, attack +25, damage +11 with double the damage dice (persistent damage included), skill +25.","spells.elemental-motion.name":"Elemental Motion","spells.elemental-motion.description":"Your element carries you, and the spell has its trait: air or fire, a fly Speed equal to your Speed; earth or metal, a burrow Speed of 10 feet; water, a swim Speed equal to your Speed and breathing underwater; wood, a climb Speed equal to your Speed.\n\n**Heightened (6th)** You also gain a +10-foot status bonus to your Speeds.\n\n**Heightened (9th)** The status bonus is +20 feet.","spells.embrace-nothingness.name":"Embrace Nothingness","spells.embrace-nothingness.description":"You empty your body of substance. You gain resistance to physical damage equal to your level. You move at half your Speed but in any direction, up and down included, and are concealed while moving. You are invisible outside your turn and during it until you use a move action. You can pass through solid inanimate objects up to 2 feet thick.","spells.embrace-the-pit.name":"Embrace the Pit","spells.embrace-the-pit.description":"Horns grow from your skull and your skin takes on your devilish forebear's look. You gain resistance 5 to fire and poison and resistance 1 to physical damage (except silver).\n\n**Heightened (+2)** The fire and poison resistance increase by 5, the physical resistance by 2.","spells.enduring-might.name":"Enduring Might","spells.enduring-might.texts.trigger":"an attack or effect would deal damage to you","spells.enduring-might.description":"Divine power joins your own might: you gain resistance 8 plus your Strength modifier to all damage from the triggering attack or effect.\n\n**Heightened (+1)** The resistance increases by 2.","spells.energy-absorption.name":"Energy Absorption","spells.energy-absorption.texts.trigger":"an effect would deal acid, cold, electricity or fire damage to you","spells.energy-absorption.description":"Used to bombs and magical artillery, you gain resistance 15 to acid, cold, electricity or fire (your choice) against the triggering effect's initial damage.\n\n**Heightened (+1)** The resistance increases by 5.","spells.energy-aegis.name":"Energy Aegis","spells.energy-aegis.description":"A lasting energy barrier gives the target resistance 5 to acid, cold, electricity, fire, force, sonic, vitality and void damage.\n\n**Heightened (9th)** The resistances are 10.","spells.eradicate-undeath.name":"Eradicate Undeath","spells.eradicate-undeath.description":"A deluge of life energy makes the undead fall apart: each undead creature in the area takes 4d12 vitality damage with a basic Fortitude save.\n\n**Heightened (+1)** The damage increases by 1d12.","spells.execute.name":"Execute","spells.execute.description":"You point at a creature and call its end: 70 void damage with a basic Fortitude save. Against an undead creature or one with void healing, the spell instead has the vitality trait (not death or void) and deals 70 vitality damage.\n\n**Heightened (+1)** The damage increases by 10.","spells.extend-blood-magic.name":"Extend Blood Magic","spells.extend-blood-magic.description":"If your next action is to Cast a Spell that gives you a blood magic effect lasting at least 1 round, you or a target keep that effect 1 round longer. You can have only one extended blood magic effect at a time.","spells.fabricated-truth.name":"Fabricated Truth","spells.fabricated-truth.description":"Choose one statement for the targets to believe: narrow (\"a dragon circling overhead wants to kill me\"), sweeping (\"all humanoids are monsters in disguise\") or conceptual (\"I'll be punished in the afterlife unless I live kindly\"). Their experience shapes how they react; a change in what they perceive comes as a sudden revelation. If a target is already under fabricated truth, your spell tries to counteract it, and on a failed counteract the target's save can't be worse than a success.\n\n**Critical Success** It doesn't believe the statement and knows you tried to trick it.\n\n**Success** It doesn't believe the statement and doesn't notice the attempt.\n\n**Failure** It believes the statement for 1 week.\n\n**Critical Failure** It believes the statement for an unlimited duration.","spells.falling-stars.name":"Falling Stars","spells.falling-stars.description":"Four stars fall within range, in 40-foot bursts whose central 10-foot bursts can't overlap. Choose airbursts (sonic), asteroids (fire), comets (cold) or plasma (electricity); the spell gains that trait. Each star deals 6d10 bludgeoning damage to creatures in its central burst, then 14d6 damage of the chosen type to creatures in its whole burst. A creature attempts one basic Reflex save however many areas it is in, and takes each type of damage only once.\n\n**Heightened (+1)** The bludgeoning damage increases by 1d10 and the energy damage by 2d6.","spells.false-vision.name":"False Vision","spells.false-vision.description":"Scrying into the area perceives whatever you wish instead of what is there; you can Sustain the spell to change the illusion, even playing out a complex scene. If the scrying spell's rank is higher than this one, the scryer can attempt a Perception check to disbelieve, though even then it can't learn what is really happening.","spells.fey-disappearance.name":"Fey Disappearance","spells.fey-disappearance.description":"You become invisible and ignore natural difficult terrain such as underbrush. A hostile action ends the invisibility, but you keep ignoring the terrain.\n\n**Heightened (5th)** A hostile action doesn't end the invisibility.","spells.fey-glamour.name":"Fey Glamour","spells.fey-glamour.description":"You cloak a 30-foot burst in illusory scene, or up to 10 willing creatures in illusory disguise, as if heightened to 1 rank lower than this spell and with this spell's range and duration.","spells.field-of-life.name":"Field of Life","spells.field-of-life.description":"Life energy fills the area. Each living creature that starts its turn there regains 1d8 Hit Points, and each undead creature that starts its turn there takes 1d8 vitality damage.\n\n**Heightened (8th)** 1d10.\n\n**Heightened (9th)** 1d12.","spells.fiery-body.name":"Fiery Body","spells.fiery-body.description":"You become living flame: immune to fire, with resistance 10 to precision damage and weakness 5 to cold and to water. A creature that touches you or damages you with an unarmed attack or a melee weapon without reach takes 3d6 fire damage. Your unarmed attacks deal 1d4 more fire damage, and your fire spells one more die of fire damage (of the spell's die). You can cast ignition as an innate spell with 1 action instead of 2. You have a fly Speed of 40 feet and don't need to breathe.\n\n**Heightened (9th)** Touching you deals 4d6 fire damage, your unarmed attacks 2d4 more fire damage, and your fly Speed is 60 feet.","spells.fire-shield.name":"Fire Shield","spells.fire-shield.state.blocked.name":"Shield damage","spells.fire-shield.description":"A hovering shield of fire gives you cold resistance 5 and protects you from mild and severe environmental cold. You can Raise a Shield with it for a +1 circumstance bonus to AC, and Shield Block with it: Hardness 10 (halved against water effects), 40 HP, no Broken Threshold, immune to fire. When you Shield Block an unarmed attack or an adjacent attacker's melee attack with it, the attacker takes 2d6 fire damage.\n\n**Heightened (+2)** The cold resistance increases by 5, the shield's HP by 10 and the fire damage by 1d6.","spells.flame-barrier.name":"Flame Barrier","spells.flame-barrier.texts.trigger":"an effect would deal fire damage to you or an ally within range","spells.flame-barrier.description":"You deflect the flames: the target gains fire resistance 15 against the triggering effect.\n\n**Heightened (+2)** The resistance increases by 5.","spells.flicker.name":"Flicker","spells.flicker.description":"You flicker between this plane and another, gaining resistance 5 to all damage except force. At the end of each of your turns you teleport 10 feet in a random direction the GM picks; you can also Sustain the spell to teleport so.\n\n**Heightened (+2)** The resistance increases by 3.","spells.fly.name":"Fly","spells.fly.description":"The target gains a fly Speed equal to its Speed or 20 feet, whichever is greater.\n\n**Heightened (7th)** The duration is 1 hour.","spells.foresight.name":"Foresight","spells.foresight.description":"A sixth sense warns you of danger to the target; if it isn't you, a psychic link (a mental effect) lets you warn it. You can have only one foresight at a time; casting it again ends the old one. The target gains a +2 status bonus to initiative rolls and isn't off-guard to undetected creatures or when flanked. You also gain the following reaction.\n\n**Foresight** (reaction) **Trigger** The target defends against a hostile creature or other danger. **Effect** If the danger makes the target roll (a save, say), the target rolls twice and takes the higher result, and the spell gains the fortune trait. If the danger rolls against the target (an attack roll or skill check, say), it rolls twice and takes the lower, and the spell gains the misfortune trait.","spells.freeze-time.name":"Freeze Time","spells.freeze-time.description":"You stop time for everything but yourself. Right after casting, you can use up to 9 actions in 3 sets of up to 3; after each set, 1 round passes, but only for you, effects targeting or affecting you, and effects you create during the stop. Every other creature and object is invulnerable to you, and you can't target or affect them. When you finish, time flows again; an effect you created that lasts beyond the stop, such as wall of fire, affects others again at once, without the effects that happen only when it is cast.","spells.gate.name":"Gate","spells.gate.description":"You tear open a vertical, circular portal of 40-foot radius to another plane, which creatures can cross both ways. It opens where you choose on the destination plane, if you know clearly where that place is and what it looks like. A deity or similarly powerful being can keep a gate from opening into or out of its realm.","spells.glimpse-the-truth.name":"Glimpse the Truth","spells.glimpse-the-truth.description":"Divine insight shows you things as they are. The GM attempts a secret counteract check against each illusion at least partly in the area, and each that enters it while the spell lasts; on a success you see through it without ending it (seeing the true form behind an illusory disguise, say).\n\n**Heightened (7th)** You can let everyone in the emanation see through the illusions you succeed against.","spells.grasping-grave.name":"Grasping Grave","spells.grasping-grave.description":"Hundreds of skeletal arms burst from the ground in a 20-foot radius, clawing for 6d6 slashing damage by each creature's Reflex save.\n\n**Critical Success** Unaffected.\n\n**Success** Half damage.\n\n**Failure** Full damage, and a –10-foot circumstance penalty to its Speeds for 1 round.\n\n**Critical Failure** Double damage, and immobilized for 1 round or until it Escapes.\n\n**Heightened (+1)** The damage increases by 2d6.","spells.hallucination.name":"Hallucination","spells.hallucination.description":"The target perceives one thing as another, fails to perceive something that is there, or perceives something that isn't, as you choose and detail. Its beliefs don't change. It can attempt a Will save when you cast the spell, and again to disbelieve each time it Seeks or directly interacts with the hallucination (with a large circumstance bonus where the GM sees fit).\n\n**Critical Success** The creature is unaffected.\n\n**Success** It perceives what you chose until it disbelieves, but knows it is a hallucination.\n\n**Failure** It perceives what you chose until it disbelieves.\n\n**Critical Failure** As failure, and it trusts its false senses, taking a –4 circumstance penalty to saves to disbelieve.\n\n**Heightened (6th)** Either target up to 10 creatures, or make the duration until your next daily preparations.\n\n**Heightened (8th)** Either target any number of creatures, or make the duration unlimited.","spells.harmonize-self.name":"Harmonize Self","spells.harmonize-self.description":"You heal yourself in one of two ways, chosen as you cast: regain 8 Hit Points, or try to counteract one poison or disease afflicting you.\n\n**Heightened (+1)** The Hit Points regained increase by 8.","spells.hellfire-plume.name":"Hellfire Plume","spells.hellfire-plume.description":"A plume of hellfire erupts in a 10-foot-radius, 60-foot-tall cylinder: 4d6 fire and 4d6 spirit damage with a basic Reflex save.\n\n**Heightened (+1)** The fire and the spirit damage each increase by 1d6.","spells.hidden-mind.name":"Hidden Mind","spells.hidden-mind.description":"Wards hide a creature from magic that would spy on it or touch its mind. It gains a +4 status bonus to saves against mental effects. The spell tries to counteract every detection, revelation and scrying effect as if its rank were 1 higher; on a success, that effect works but learns nothing of the target or its possessions.","spells.honeyed-words.name":"Honeyed Words","spells.honeyed-words.description":"Your lies slide out smooth as silk. You gain a +4 status bonus to Deception checks to Lie and to your Deception DC against attempts to tell whether you're lying, and you add your level to them even if untrained. Circumstance penalties or DC increases for implausible lies are halved.","spells.horrific-visage.name":"Horrific Visage","spells.horrific-visage.description":"Your face becomes a hag's horrific visage for a moment. Foes in the area attempt a Will save.\n\n**Success** Unaffected.\n\n**Failure** Frightened 1.\n\n**Critical Failure** Frightened 2.\n\n**Heightened (5th)** Frightened 1 on a success, frightened 2 on a failure, and frightened 3 and fleeing for 1 round on a critical failure (a critical success is still unaffected).","spells.howling-blizzard.name":"Howling Blizzard","spells.howling-blizzard.description":"Freezing winds roar out: with 2 actions, a 60-foot cone; with 3 actions, a 30-foot burst within 500 feet. Each creature in the area takes 10d6 cold damage with a basic Reflex save, and snowdrifts make the area difficult terrain until the start of your next turn.\n\n**Heightened (+1)** The damage increases by 2d6.","spells.hydraulic-torrent.name":"Hydraulic Torrent","spells.hydraulic-torrent.description":"A torrent of water lashes along a line, dealing 8d6 bludgeoning damage with a basic Fortitude save (unattended objects automatically fail). A creature or object that fails is knocked back 5 feet, 10 feet on a critical failure.\n\n**Heightened (+1)** The damage increases by 2d6.","spells.illusory-scene.name":"Illusory Scene","spells.illusory-scene.description":"You create a scene of up to 10 creatures or objects within the area, with fitting sounds, smells and textures. They can't speak and have no combat abilities, and the scene doesn't change the surrounding environment. The scene can be static (with natural movement such as rustling) or follow a program up to 1 minute long that repeats; anyone watching for more than a few minutes almost always notices the loop, and you can't change the program later. A creature that touches part of it or Seeks to examine it can attempt to disbelieve that part, and disbelieves the whole scene only on a critical success.\n\n**Heightened (6th)** The scene's figures can speak lines you set when you create the program, in voices not your own.\n\n**Heightened (8th)** As 6th rank, and the duration is unlimited.","spells.impaling-briars.name":"Impaling Briars","spells.impaling-briars.description":"Briars overrun the ground in the area. When you cast the spell, and the first time you Sustain it each round, choose one effect.\n\n**Ensnare** Each foe in the area, or flying up to 20 feet above it, attempts a Reflex save: on a failure it takes a –10-foot circumstance penalty to all Speeds for 1 round, and on a critical failure it is immobilized for 1 round unless it Escapes.\n\n**Impede** The whole area is difficult terrain.\n\n**Wall** A wall of thorns appears in the area for 1 round, greater difficult terrain instead of difficult terrain.\n\nAlso, once a round, you can use a single action (concentrate, manipulate) to have the briars impale a target you can see in the area or flying up to 20 feet above it: make a spell attack. On a success it takes 10d6 piercing damage and a –10-foot circumstance penalty to all Speeds for 1 round; on a critical success it is also immobilized for 1 round unless it Escapes.","spells.impaling-spike.name":"Impaling Spike","spells.impaling-spike.description":"A spike of cold iron thrusts up from the ground under the target for 8d6 piercing damage, by its Reflex save.\n\n**Critical Success** The target is unaffected.\n\n**Success** Half damage.\n\n**Failure** The spike impales a limb: full damage, and immobilized if it stands on solid ground. It can Escape against your spell DC. While impaled, it takes its weakness to cold iron, if any, at the end of each of its turns.\n\n**Critical Failure** As failure, but double damage, and it is off-guard while impaled.\n\n**Heightened (+1)** The damage increases by 2d6.","spells.implosion.name":"Implosion","spells.implosion.description":"You crush the target in on itself for 75 damage with a basic Fortitude save. The first time each round you Sustain the spell, you choose a new target for the same effect; no creature can be targeted twice by one casting, and you can affect only one creature a turn. Incorporeal, gaseous, liquid and other creatures without a solid form can't be targeted.\n\n**Heightened (+1)** The damage increases by 10.","spells.indestructibility.name":"Indestructibility","spells.indestructibility.description":"You step outside cause and effect. Until the spell ends, no effect or damage can harm you, except from artifacts, deific power and the like. You can let anything you are willing to have affect you do so.","spells.inner-upheaval.name":"Inner Upheaval","spells.inner-upheaval.description":"You pour your qi into a devastating attack. Make an unarmed Strike or a Flurry of Blows (which still counts toward your one flourish a turn). Its attack rolls gain a +1 status bonus, and its Strikes deal 1d6 extra damage, of force, spirit, vitality or void, chosen each Strike.\n\n**Heightened (+4)** The extra damage increases by 1d6.","spells.interdisciplinary-incantation.name":"Interdisciplinary Incantation","spells.interdisciplinary-incantation.texts.trigger":"a creature within 30 feet casts an arcane spell","spells.interdisciplinary-incantation.description":"You pick apart another caster's spell well enough to imitate it. Until the end of your next turn, you can Cast the triggering spell by expending a wizard spell slot of its rank. That caster's spells can't trigger this spell again for 24 hours.","spells.interplanar-teleport.name":"Interplanar Teleport","spells.interplanar-teleport.texts.requirements":"you have a planar key for the destination plane, used as a locus","spells.interplanar-teleport.description":"You and the targets cross to another plane you know exists, using a magic planar key made from that plane's material as the spell's locus (keys to the best-known planes are uncommon, others rarer). You arrive 1d20 × 25 miles from where one of the targets (your choice) last arrived on that plane, or at a random place if none has been there. The spell gives no way back, though casting it again usually returns you.","spells.invisibility-cloak.name":"Invisibility Cloak","spells.invisibility-cloak.description":"You become invisible, with the limits of 2nd-rank invisibility.\n\n**Heightened (6th)** The duration is 10 minutes.\n\n**Heightened (8th)** The duration is 1 hour.","spells.invoke-spirits.name":"Invoke Spirits","spells.invoke-spirits.description":"Ragged apparitions of the dead rise and deal 2d4 mental and 2d4 void damage to each living creature in the area, with a basic Will save. A creature that critically fails is frightened 2 and fleeing for 1 round. The first time you Sustain the spell each round, you can move the area up to 30 feet within range; living creatures in the new area save against the same effects, but a critical failure no longer makes them flee.\n\n**Heightened (+2)** The mental and the void damage each increase by 1d4.","spells.know-the-enemy.name":"Know the Enemy","spells.know-the-enemy.texts.trigger":"you roll initiative and can see a creature, you succeed at an attack roll against a creature, or a creature fails a saving throw against one of your spells","spells.know-the-enemy.description":"You Recall Knowledge to identify the triggering creature's abilities, rolling the check twice and taking the better result.","spells.liminal-doorway.name":"Liminal Doorway","spells.liminal-doorway.description":"You draw a chalk door on an unbroken surface. Any creature that treats it as a real door can Interact with the knob to step through into an extradimensional room, empty and 20 feet on a side. If the drawing is scrubbed away, the surface breaks or a creature tries to enter past the room's capacity, the room collapses, ejecting one random occupant to the nearest open ground each round until all are out.","spells.localized-quake.name":"Localized Quake","spells.localized-quake.description":"You shake the earth in a 15-foot emanation or 15-foot cone. Each creature standing on solid ground there takes 4d6 bludgeoning damage with a basic Reflex save, and falls prone if it fails.\n\n**Heightened (+1)** The damage increases by 2d6.","spells.lucky-break.name":"Lucky Break","spells.lucky-break.texts.trigger":"you fail, but don't critically fail, a saving throw","spells.lucky-break.description":"You reroll the saving throw and use the better result, then become temporarily immune for 10 minutes.","spells.magic-passage.name":"Magic Passage","spells.magic-passage.description":"You open a visible tunnel through a wooden, plaster or stone wall, up to 10 feet deep. Even a thin layer of metal stops the spell. The structure stays sound, and anyone inside when the spell ends is shunted to the nearest exit.\n\n**Heightened (7th)** The tunnel can be 20 feet deep, and its entrance looks like ordinary wall (unless seen through truesight or the like) and acts as one, though you can set a password or trigger to let creatures in.","spells.malignant-sustenance.name":"Malignant Sustenance","spells.malignant-sustenance.description":"You plant a seed of void energy in an undead creature, which gains fast healing 7.\n\n**Heightened (+1)** The fast healing increases by 2.","spells.manifestation.name":"Manifestation","spells.manifestation.description":"You shape the fundaments of magic into the effect of another spell: a spell of 9th rank or lower of the tradition you cast manifestation from, or of 7th rank or lower from any tradition. Normally it must be common or one you have access to, though the GM may allow more.","spells.mariners-curse.name":"Mariner's Curse","spells.mariners-curse.description":"You curse the target with the sea's roiling sickness.\n\n**Critical Success** The target is unaffected.\n\n**Success** The target is sickened 1; when its sickened condition ends, so does the curse.\n\n**Failure** The target is sickened 1 and can't lower it below 1 while cursed; 4th-rank cleanse affliction or similar magic lifts the curse. While sickened on water at least a mile from shore, it is also slowed 1.\n\n**Critical Failure** As failure, but sickened 2.","spells.mask-of-terror.name":"Mask of Terror","spells.mask-of-terror.description":"The target looks like a gruesome, terrifying creature, different to each observer. A creature that tries a hostile action against it attempts a Will save, then is temporarily immune until the end of its next turn.\n\n**Success** The creature is unaffected.\n\n**Failure** It becomes frightened 2 before using its action.\n\n**Critical Failure** It becomes frightened 2, and its action fails and is wasted.\n\n**Heightened (8th)** You can target up to 5 creatures; a hostile action or reaction against several of them at once needs only one save.","spells.massacre.name":"Massacre","spells.massacre.description":"A wave of death sweeps the line. Each living creature of 17th level or lower in it attempts a Fortitude save; a creature this damage reduces to 0 HP dies at once. If massacre kills no one, the void energy turns back, dealing 30 more void damage to every living creature in the line (whatever its level) and 30 void damage to you.\n\n**Critical Success** The creature is unaffected.\n\n**Success** 9d6 void damage.\n\n**Failure** 100 void damage.\n\n**Critical Failure** The creature dies.\n\n**Heightened (10th)** Living creatures up to 19th level; 10d6 on a success and 115 on a failure.","spells.medusas-wrath.name":"Medusa's Wrath","spells.medusas-wrath.description":"You make an unarmed Strike filled with a medusa's petrifying power, with these added effects.\n\n**Critical Success** The target is slowed 2 and attempts a Fortitude save (with the incapacitation trait) at the end of each of its turns: a failure raises slowed by 1 (2 on a critical failure), a success lowers it by 1. If the slowed condition leaves it unable to act, it is permanently petrified. The spell ends when it is petrified or the slowed condition is removed.\n\n**Success** As critical success, but initially slowed 1.","spells.metamorphosis.name":"Metamorphosis","spells.metamorphosis.description":"You take any form you could take with a polymorph spell of 8th rank or lower in your repertoire or that you could prepare (heightened versions included), with 40 temporary Hit Points instead of the form's own. You can Sustain the spell to take a form you haven't used during this casting, which renews these temporary Hit Points.","spells.migration.name":"Migration","spells.migration.description":"The targets take animal shapes fit for their travel. Each gains land, burrow, climb, fly and swim Speeds of 40 feet, can become a Tiny or Small animal suited to the movement and environment, and is immune to mild, severe and extreme cold and heat (and, as the GM decides, whatever else the local wildlife is immune to). In exploration mode, a target travels at 20 miles per hour. In animal form a target can't Strike, cast spells or use most manipulate actions; it can Sustain the spell to return to its own shape, and again to take animal form.","spells.mind-probe.name":"Mind Probe","spells.mind-probe.description":"You sift through the target's memories and knowledge unless it fends you off with a Will save.\n\n**Success** The target is unaffected.\n\n**Failure** Each round, you can Sustain the spell to ask a new question. The target attempts a Deception check against your spell DC: on a success you don't learn the answer, and on a critical success it gives a false answer you believe. Asking the same question again, even in another casting, gets the same result.\n\n**Critical Failure** As failure, and the target takes a –4 circumstance penalty to its Deception checks against your questions.","spells.mirage.name":"Mirage","spells.mirage.description":"You make natural terrain look, sound, feel and smell like another kind of terrain. Structures and creatures aren't disguised. A creature that touches the illusion or Seeks to examine it can attempt to disbelieve it.\n\n**Heightened (5th)** The illusion can also disguise structures or add illusory ones, but still not creatures.","spells.mislead.name":"Mislead","spells.mislead.description":"You become invisible and create an illusory duplicate of yourself. When you Sustain the spell, you dictate what the duplicate does that round; it acts as if it had all your actions but can't affect anything. Your invisibility, like 4th-rank invisibility's, isn't ended by hostile actions. Seeing through one part doesn't reveal the other. When you Cast a Spell, attack or otherwise interact with a creature, you can attempt a Deception check against observers' Perception DCs to make them think the duplicate did it, unless they know it is an illusion or it plainly couldn't have.","spells.moment-of-renewal.name":"Moment of Renewal","spells.moment-of-renewal.description":"The targets get a day's recovery in an instant. Harmful effects that would end within 24 hours end (spells on them keep their durations), and they regain Hit Points and recover from conditions as after 24 hours of rest, without new daily preparations or other benefits of rest. They are then temporarily immune for 1 day.","spells.monstrosity-form.name":"Monstrosity Form","spells.monstrosity-form.description":"You take the Huge battle form of a legendary monster: a phoenix (gaining the beast trait), a cave worm or a sea serpent (the animal trait). You can Dismiss the spell. In the form you have AC 20 + your level (ignoring your armor's check penalty and Speed reduction), 20 temporary Hit Points, darkvision, Athletics +30 unless yours is higher, and the form's unarmed attacks, the only ones you can Strike with: trained, Strength-based, attack modifier +28 (or your own unarmed attack modifier if higher), dealing the damage listed.\n\n- **Phoenix** Speed 30 feet, fly 90 feet; beak (reach 15 feet) 2d6+12 piercing plus 2d4 fire and 2d4 persistent fire; talon (agile, reach 15 feet) 2d8+12 slashing; **Shroud of Flame** a 20-foot aura (fire, primal) dealing 2d6 fire damage to a creature that enters it or ends its turn in it, once a turn; you can turn it on or off with a Sustain action.\n- **Cave worm** Speed 40 feet, burrow 30 feet, swim 20 feet; jaws (reach 10 feet) 2d12+20 piercing; stinger (agile, reach 10 feet) 2d8+15 piercing plus 2d6 persistent poison; body (reach 10 feet) 2d8+20 bludgeoning; **Inexorable** you recover from paralyzed, slowed and stunned at the end of each of your turns, can't be immobilized, and ignore difficult and greater difficult terrain.\n- **Sea serpent** Speed 20 feet, swim 90 feet; jaws (reach 15 feet) 2d12+20 piercing; tail (reach 25 feet) 2d8+20 bludgeoning; **Spine Rake** (2 actions, move) you Swim or Stride, and each creature you're adjacent to during the move takes 4d8+10 slashing damage (basic Reflex against your spell DC).\n\n**Heightened (9th)** AC 22 + your level, 25 temporary HP, attack +31, one more damage die on each attack, Athletics +33.","spells.moon-frenzy.name":"Moon Frenzy","spells.moon-frenzy.description":"The targets turn feral: each gains 5 temporary Hit Points, a +10-foot status bonus to its Speeds, weakness 5 to silver, and fangs (2d8 piercing) and claws (2d6 slashing, agile, finesse) as unarmed attacks, used with its best weapon or unarmed proficiency and adding its weapon specialization damage. A critical hit with them deals 1d4 persistent bleed damage. The targets can't use concentrate actions other than Seek or rage actions; one can spend a single action with the rage trait to attempt a Will save against your spell DC, ending the spell on itself on a success. Under a full moon, a Medium or smaller target also grows one size (a Medium or Tiny one gaining 5 feet of reach).\n\n**Heightened (6th)** 10 temporary Hit Points, silver weakness 10, and three damage dice for the attacks.\n\n**Heightened (10th)** 20 temporary Hit Points, silver weakness 20, and four damage dice for the attacks.","spells.mountain-resilience.name":"Mountain Resilience","spells.mountain-resilience.description":"The target's skin hardens like mountain stone, giving it resistance 5 to physical damage (except adamantine). Each time a bludgeoning, piercing or slashing attack hits it, the spell's duration drops by 1 minute.\n\n**Heightened (6th)** The resistance is 10.\n\n**Heightened (8th)** The resistance is 15.\n\n**Heightened (10th)** The resistance is 20.","spells.mystic-beacon.name":"Mystic Beacon","spells.mystic-beacon.description":"The next spell that deals damage or restores Hit Points the target casts before the start of your next turn deals or restores them as if heightened 1 rank higher (its initial damage or healing only; it otherwise works at its own rank). The spell then ends.","spells.nature-incarnate.name":"Nature Incarnate","spells.nature-incarnate.description":"You become an incarnation of nature: a Medium green man (gaining the plant trait) or a Gargantuan kaiju filling a 30-foot square (the beast trait). You can Dismiss the spell. In the form you have AC 25 + your level (ignoring your armor's check penalty and Speed reduction), 30 temporary Hit Points, darkvision, Athletics +36 unless yours is higher, and the form's attacks, the only ones you can Strike with: trained, Strength-based, attack modifier +34 (or your own unarmed attack modifier if higher), dealing the damage listed.\n\n- **Green man** Speed 40 feet, climb 40 feet; vines (reach 30 feet, versatile P) 6d8+12 bludgeoning; thorns (ranged, range 100 feet) 6d6+6 piercing; **Green Caress** (aura, primal) 60 feet: enemies other than plants must succeed at a Fortitude save against your spell DC or be clumsy 1 for 1 round (clumsy 2 on a critical failure).\n- **Kaiju** Speed 50 feet; resistance 5 to physical damage; jaws (reach 30 feet) 6d10+10 piercing; claws (agile, reach 30 feet) 6d8+8 slashing; foot (agile, reach 15 feet) 6d6+10 bludgeoning; **Unstoppable** you can't be immobilized and ignore difficult and greater difficult terrain; **Trample** (3 actions) you move up to twice your Speed through the spaces of Huge or smaller creatures, each taking foot damage with a basic Reflex save against your spell DC.","spells.natures-bounty.name":"Nature's Bounty","spells.natures-bounty.texts.requirements":"you have a free hand","spells.natures-bounty.description":"A palm-sized raw fruit or vegetable of your choice appears in your hand. A creature can eat it with an Interact action to regain 3d10+12 Hit Points and be nourished as by a meal. Uneaten, it crumbles to dust after 1 minute.\n\n**Heightened (+1)** The healing increases by 6.","spells.natures-pathway.name":"Nature's Pathway","spells.natures-pathway.description":"You step into a living tree large enough to hold you and step out of another such tree within 5 miles; once inside, you know roughly where such trees are, and you can come back out of the first. You can't carry an extradimensional space with you; trying makes the spell fail.\n\n**Heightened (6th)** The tree you leave by can be up to 50 miles away.\n\n**Heightened (8th)** Up to 500 miles away.\n\n**Heightened (9th)** Anywhere on the same planet.","spells.never-mind.name":"Never Mind","spells.never-mind.description":"You cripple the target's mind with a curse that only effects targeting curses can remove.\n\n**Critical Success** The target is unaffected.\n\n**Success** Stupefied 2 for 1 round.\n\n**Failure** Stupefied 4, with an unlimited duration.\n\n**Critical Failure** Its intellect falls permanently below an animal's: it treats its Intelligence, Wisdom and Charisma modifiers as –5 and loses every class ability that needs a mind, spellcasting included. A player character becomes an NPC under the GM's control.","spells.nightmare.name":"Nightmare","spells.nightmare.description":"You send nightmares to the target. The next time it sleeps, it attempts a Will save, with a +4 circumstance bonus if you know it only by name and have never met it.\n\n**Critical Success** The target is unaffected and temporarily immune for 1 week.\n\n**Success** The target has the nightmares, with no effect beyond unpleasant memories.\n\n**Failure** The target wakes fatigued.\n\n**Critical Failure** The target wakes fatigued and is drained 2 until it is no longer fatigued.","spells.outcasts-curse.name":"Outcast's Curse","spells.outcasts-curse.description":"You curse the target with an off-putting, abrasive presence.\n\n**Critical Success** The target is unaffected.\n\n**Success** For 10 minutes, the target rolls twice and takes the worse result on Deception, Diplomacy, Intimidation and Performance checks, and creatures it meets start one attitude step worse toward it.\n\n**Failure** As success, but permanent.\n\n**Critical Failure** As failure, and new creatures start two attitude steps worse toward it.","spells.overwhelming-presence.name":"Overwhelming Presence","spells.overwhelming-presence.description":"You appear as a god or similar majestic being, in regalia of your choice. Whatever their saves, the targets are then temporarily immune for 1 minute.\n\n**Critical Success** The target is unaffected.\n\n**Success** It must pay tribute to you twice: a single action with the move trait (bowing) or the manipulate trait (offering a token), at least once on each of its turns if it can. Until then it is fascinated by you and can't use hostile actions against you.\n\n**Failure** As success, but six times.\n\n**Critical Failure** As failure, but it spends all its actions paying tribute until it is done.","spells.peaceful-bubble.name":"Peaceful Bubble","spells.peaceful-bubble.description":"A shell of drifting runes covers the area (you can make it smaller in 10-foot steps). It doesn't block movement, but those inside and outside can't perceive each other, and detection and scrying are blocked. Creatures sleeping inside are immune to dreams sent by spells, and 8 hours of sleep there lowers the doomed condition by 2 instead of 1.","spells.perfected-body.name":"Perfected Body","spells.perfected-body.texts.trigger":"you fail or critically fail a saving throw against an effect with the morph, poison or polymorph trait, or one that would make you clumsy, doomed, enfeebled, petrified or sickened","spells.perfected-body.description":"Your perfected body shrugs off some of it: a critical failure becomes a failure, and a failure a success.","spells.petrify.name":"Petrify","spells.petrify.description":"The target's body begins to turn to stone.\n\n**Critical Success** The target is unaffected.\n\n**Success** Slowed 1 for 1 round.\n\n**Failure** Slowed 1, and it attempts a Fortitude save (with the incapacitation trait) at the end of each of its turns: a failure raises slowed by 1 (2 on a critical failure), a success lowers it by 1. When the slowed condition leaves it unable to act, it becomes a statue, permanently petrified; if the slowed condition is removed, the stone flakes off and the spell ends.\n\n**Critical Failure** As failure, but initially slowed 2.","spells.phantasmagoria.name":"Phantasmagoria","spells.phantasmagoria.description":"Endless images of colliding dreams and lives flood the targets' minds: 16d6 mental damage by their Will saves.\n\n**Critical Success** The target is unaffected.\n\n**Success** Half damage, and it can't use reactions until the start of your next turn.\n\n**Failure** Full damage, and confused until the start of your next turn.\n\n**Critical Failure** Double damage, and confused for 1 minute.","spells.phantasmal-calamity.name":"Phantasmal Calamity","spells.phantasmal-calamity.description":"A vision of apocalypse fills each creature's mind in the area: 11d6 mental damage with a basic Will save. A creature that critically fails must also succeed at a Reflex save or believe itself trapped by the vision, stunned for 1 minute; it attempts a Will save at the end of each of its turns, disbelieving and recovering on a success.\n\n**Heightened (+1)** The damage increases by 2d6.","spells.pinpoint.name":"Pinpoint","spells.pinpoint.description":"You learn exactly where the target is (building, community and country) and on which plane. You can target a creature only if you've seen it in person or have one of its significant belongings or a piece of its body, and an object only if you've touched it or have a fragment of it. The spell automatically overcomes protections against detection of lower rank.","spells.planar-palace.name":"Planar Palace","spells.planar-palace.description":"You grow a demiplane holding a spacious mansion, its entrance a faint, shimmering 5-by-10-foot doorway within range. You choose who can enter; once inside, you can close the entrance, making it invisible, and you and those you named can reopen it at will. The floor plan is your choice within 40 by 40 by 30 feet. While it is closed, nothing passes in or out except interplanar teleport, and you can watch the outside only with scrying that crosses planes. Up to 24 visible servants like phantasmal minions attend to those inside, and there is food enough for a nine-course banquet for 150 people.","spells.planar-seal.name":"Planar Seal","spells.planar-seal.description":"A visible barrier tries to counteract teleportation and planar travel into or out of the area, items that reach extradimensional spaces included, and any attempt to summon a creature into it (though a summoned creature can still leave when the summoning ends).","spells.planar-tether.name":"Planar Tether","spells.planar-tether.description":"You bind the target to its current plane. While the spell lasts, it tries to counteract any teleportation or planar travel that would move the target. Its duration depends on the target's Will save.\n\n**Critical Success** The target is unaffected.\n\n**Success** 1 minute.\n\n**Failure** 10 minutes.\n\n**Critical Failure** 1 hour.","spells.plant-form.name":"Plant Form","spells.plant-form.description":"You take a Large plant battle form of your choice and gain the plant trait. You can Dismiss the spell. In the form you have AC 19 + your level (ignoring your armor's check penalty and Speed reduction), 12 temporary Hit Points, resistance 10 to poison, low-light vision, an Athletics modifier of +19 unless yours is higher, and the form's unarmed attacks, the only ones you can Strike with: trained, Strength-based, attack modifier +17 and damage bonus +11 (or your own unarmed attack modifier if higher).\n\n- **Arboreal** Speed 30 feet; branch (reach 15 feet) 2d10 bludgeoning; foot 2d8 bludgeoning; you can speak.\n- **Flytrap** Speed 15 feet; acid resistance 10; leaf (reach 10 feet) 2d8 piercing, and after a hit you can spend an action to Grab the target.\n\n**Heightened (6th)** Huge, with 5 feet more reach; AC 22 + your level, 24 temporary HP, attack +21, damage +16, Athletics +22.","spells.possession.name":"Possession","spells.possession.description":"You send your mind and soul into the target's body to take control. You can choose a result more favorable to the target than its save. While you possess it, your own body is unconscious and can't wake normally, and you sense everything the target does. You can Dismiss the spell. If the possessed body dies, the spell ends and you must succeed at a Fortitude save against your spell DC or be paralyzed for 1 hour (24 hours on a critical failure). If the spell ends in an encounter, you act just before the target.\n\n**Critical Success** The target is unaffected.\n\n**Success** You ride along in its body without control.\n\n**Failure** You take partial control and have no turn of your own. At the start of each of its turns it saves again: on a failure you control it that turn, on a success it acts freely, and on a critical success it forces you out and the spell ends.\n\n**Critical Failure** You possess it fully; it is controlled by you and can only watch.\n\n**Heightened (9th)** The duration is 10 minutes, and your body can enter the creature's with you, protected while the spell lasts.","spells.precious-metals.name":"Precious Metals","spells.precious-metals.description":"The target's metal turns into cold iron, copper, gold, iron, silver or steel (adamantine and dawnsilver too at 8th rank or higher). Copper, gold or silver drop its Hardness to 1; otherwise its Hardness rises to 10 if lower. It deals damage as the new material, with the material's other effects as the GM rules. The change is plainly magical and temporary, so its value doesn't change.\n\n**Heightened (+1)** When the Hardness rises, it is 2 higher.","spells.primal-summons.name":"Primal Summons","spells.primal-summons.description":"If your next action is to cast summon animal or summon plant or fungus, choose an element; the creature you summon gains its abilities.\n\n- **Air** A fly Speed of 60 feet.\n- **Earth** A burrow Speed of 20 feet, its land Speed 10 feet lower (at least 5 feet), and resistance 5 to physical damage.\n- **Fire** 1d6 extra fire damage on its Strikes, fire resistance 10, and weakness 5 to cold and to water.\n- **Metal** 1d6 extra electricity damage on its Strikes, and electricity resistance 5.\n- **Water** A swim Speed of 60 feet, an action after a melee attack to Shove (without the multiple attack penalty), and fire resistance 5.\n- **Wood** A climb Speed of 30 feet, and resistance 2 to bludgeoning and piercing damage.","spells.project-image.name":"Project Image","spells.project-image.description":"You project an illusory image of yourself within range; the spell ends if you can't see it. When you Cast a Spell whose area isn't an emanation, it can originate from you or the image. The image can't benefit from spells, though their visible effects appear on it. It has your AC and saves, and the spell ends if it is hit by an attack or fails a save.\n\n**Heightened (+2)** You can Sustain the spell for up to 10 minutes.","spells.protectors-sphere.name":"Protector's Sphere","spells.protectors-sphere.description":"A protective aura gives you and your allies in it resistance 3 to all damage.\n\n**Heightened (+1)** The resistance increases by 1.","spells.pulse-of-civilization.name":"Pulse of Civilization","spells.pulse-of-civilization.description":"You tap the spirit of every settlement within 25 miles and learn their names. You gain a +2 status bonus to Lore checks to Recall Knowledge about them and to Gather Information in or about them, using your level as your proficiency bonus even if untrained. When you cast the spell you can Recall Knowledge about one of them at once with the bonus. Casting it again ends the earlier one.\n\n**Heightened (5th)** The range is 100 miles.\n\n**Heightened (7th)** The range is 500 miles, and the bonus +3.","spells.punishing-winds.name":"Punishing Winds","spells.punishing-winds.description":"A cyclone of violent winds and downdrafts fills the area. Flying creatures in it drop 40 feet, and any that ends its turn flying there drops 20 more. The area is greater difficult terrain for flying creatures and difficult terrain for those on the ground or climbing. A creature pushed into a surface by the winds takes falling damage. The outer edge of the cylinder is greater difficult terrain that holds creatures in: to cross it, a creature must succeed at an Athletics check or an Acrobatics check to Maneuver in Flight against your spell DC, and a failure ends its action (it can try again).","spells.qi-blast.name":"Qi Blast","spells.qi-blast.description":"You unleash your qi in a cone: 2d6 force damage in a 15-foot cone with 1 action, 3d6 in a 30-foot cone with 2, or 4d6 in a 60-foot cone with 3, by each creature's Fortitude save.\n\n**Critical Success** The creature is unaffected.\n\n**Success** Half damage.\n\n**Failure** Full damage, and it is pushed 5 feet.\n\n**Critical Failure** Double damage, and it is pushed 10 feet.\n\n**Heightened (+1)** The damage increases by 1d6, or 2d6 with 2 or 3 actions.","spells.qi-form.name":"Qi Form","spells.qi-form.description":"You take on a glowing qi form, gaining a fly Speed equal to your land Speed. Choose force, spirit, vitality or void: all your Strikes deal 1d6 extra damage of that type, and a corona of light (a 5-foot emanation aura) deals 2d6 damage of that type to each creature that starts its turn in it; you can Sustain the spell to widen it to 30 feet or shrink it back. Where it overlaps magical darkness, it tries to counteract the darkness, once a day for each effect. Your weapons and unarmed attacks lose the nonlethal trait, and you take a –2 status penalty to saves against emotion effects but gain a +2 status bonus to saves against other mental effects.","spells.qi-rush.name":"Qi Rush","spells.qi-rush.description":"Your qi speeds you to a blur. Move twice: two Strides, two Steps, or a Stride and a Step in either order. You are concealed during the movement and until the start of your next turn.","spells.quandary.name":"Quandary","spells.quandary.description":"You trap the target in an extraplanar puzzle room. Once each turn, as a single action, it can attempt an Occultism, Perception or Thievery check against your spell DC to solve the puzzle. Teleportation can't take it out unless it also crosses planes, such as interplanar teleport. When the spell ends, it returns to the space it left, or the nearest open one.\n\n**Critical Success** It solves the puzzle and escapes.\n\n**Success** It is on the right path; if it already was, it solves the puzzle and escapes.\n\n**Failure** No progress.\n\n**Critical Failure** No progress, and it loses the right path if it was on it.","spells.raise-dead.name":"Raise Dead","spells.raise-dead.description":"**Cost** gems worth the target's level (minimum 1) × 200 gp.\n\nYou call back the soul of a creature that died within the past 3 days; its body must be present and mostly intact. If its time has truly come (as the GM decides) or it doesn't wish to return, the spell fails and the cost isn't spent. Otherwise it returns to life with 1 Hit Point, no prepared spells or slots, no points in any pool and no other daily resources, keeping the old body's long-term debilitations. For 1 week it is clumsy 2, drained 2 and enfeebled 2, and nothing can remove or lower these. It is also changed somehow by its time beyond, such as a shift in personality or a streak of white hair.\n\n**Heightened (7th)** Up to 15th level; the cost is the target's level × 400 gp.\n\n**Heightened (8th)** Up to 17th level; level × 800 gp.\n\n**Heightened (9th)** Up to 19th level; level × 1,600 gp.\n\n**Heightened (10th)** Up to 21st level; level × 3,200 gp.","spells.read-omens.name":"Read Omens","spells.read-omens.description":"Choose a goal, activity or event you expect within the next week. You receive a cryptic clue or piece of advice about it, often a rhyme or an omen.","spells.rebuke-death.name":"Rebuke Death","spells.rebuke-death.description":"You snatch creatures from death's jaws, targeting one living creature per action you spend (1 to 3). Each regains 3d6 Hit Points; a target that was dying doesn't increase its wounded condition from recovering this way.\n\n**Heightened (+1)** The healing increases by 1d6.","spells.regenerate.name":"Regenerate","spells.regenerate.description":"The target gains regeneration 15, regaining 15 Hit Points at the start of each of its turns. While it has regeneration, Hit Point damage can't kill it and its dying condition can't rise to the value that would (most creatures stop at dying 3), though with wounded 4 or more it stays unconscious until its wounds are treated. Acid or fire damage turns the regeneration off until after the end of its next turn. Each time the regeneration heals it, it regrows one damaged or ruined organ, and while the spell lasts it can reattach a severed body part by holding it in place with an Interact action.\n\n**Heightened (9th)** Regeneration 20.","spells.remake.name":"Remake","spells.remake.description":"**Cost** a remnant of the item.\n\nYou re-create an object from nothing, even a destroyed one, picturing it in your mind; even a speck of dust left by disintegrate is remnant enough. The spell fails if your picture relies on too much guesswork, if the object wouldn't fit in a 5-foot cube, if it still exists somewhere unknown to you, or if it is an artifact, above 20th level or of similar power. It returns in perfect condition, even if you pictured it worn. A magic object regains its constant properties but not temporary ones: charges and daily uses come back expended and then replenish normally.","spells.repulsion.name":"Repulsion","spells.repulsion.description":"An aura of any radius up to 40 feet keeps creatures back. A creature in it when you cast the spell, or that enters it, attempts a Will save once, keeping that result for this casting. The limits apply only when it moves toward you voluntarily; you moving closer doesn't make it move away.\n\n**Critical Success** Its movement isn't limited.\n\n**Success** Squares in the area are difficult terrain for it when it moves closer to you.\n\n**Failure** It can't move closer to you within the area.","spells.retributive-pain.name":"Retributive Pain","spells.retributive-pain.texts.trigger":"a creature in range damages you","spells.retributive-pain.description":"You turn your pain on your tormentor: it takes mental damage equal to half the triggering damage, with a basic Fortitude save.","spells.retrocognition.name":"Retrocognition","spells.retrocognition.description":"You read psychic echoes of past events where you are: the last day's in the first minute, the day before in the next minute, and so on. They come as emotions and metaphors, cryptic clues rather than visions. If you witness a traumatic event, the spell ends unless you succeed at a Will save of DC 30 to 50, as the GM decides by its severity.\n\n**Heightened (8th)** Each minute covers a year instead of a day, though only major events stay clear.\n\n**Heightened (9th)** Each minute covers a century, and only the greatest events can be made out.","spells.revival.name":"Revival","spells.revival.description":"A burst of healing soothes the living and briefly rouses the recently slain. Living targets regain 10d8+40 Hit Points. Dead targets return to life temporarily, with raise dead's effects and limits, and with temporary Hit Points equal to the healing the living received but no normal Hit Points. They can't regain Hit Points or gain temporary Hit Points any other way, and when the spell ends they lose these and die. Revival can't revive creatures killed by disintegrate or a death effect, and doesn't affect undead.","spells.rewrite-memory.name":"Rewrite Memory","spells.rewrite-memory.description":"You change the target's memories: erase one, sharpen one, alter one or add a false one.\n\n**Critical Success** The target is unaffected and realizes you tried to alter its memory.\n\n**Success** The target is unaffected and thinks the spell was something harmless, unless it identifies it.\n\n**Failure** For the first 5 minutes, you can Sustain the spell once a round to change up to 6 seconds of memory, up to 5 continuous minutes in all. The changes last while the spell does; if the target leaves the range, you can't change more.\n\n**Heightened (6th)** You can cast it on a willing target to permanently suppress all memory of one topic (described in 50 words or fewer), the gap filled with a vague haze.","spells.rune-of-observation.name":"Rune of Observation","spells.rune-of-observation.description":"You trace an invisible eye-shaped rune in the air, a sensor as clairvoyance's; it must be in your line of sight when created. Each time the duration would end, you can spend a Focus Point as a free action to extend it by an hour, though it still ends at your next daily preparations.","spells.safeguard-secret.name":"Safeguard Secret","spells.safeguard-secret.description":"Choose a piece of information at least some targets know, such as where the treasure is hidden or a guild's password. Those who know it gain a +4 status bonus to skill checks to conceal it (usually Deception), to saves against spells that try to draw it out, and against effects that would force them to reveal it. Casting the spell again ends the earlier one.","spells.scouting-eye.name":"Scouting Eye","spells.scouting-eye.description":"You create an invisible floating eye, an inch across, at a spot you can see within 500 feet. It sees in all directions with your normal vision and shows you what it sees. The first time you Sustain the spell each round, you can move the eye 30 feet, seeing only ahead, or 10 feet, seeing all around. It can go any distance from you, but the spell ends if you and it are on different planes. You can Seek through it. Any damage destroys it and ends the spell.","spells.scrying.name":"Scrying","spells.scrying.description":"You spy on a creature as with clairvoyance, but the eye appears just above the target, and the view is too imprecise for teleport and the like. You choose the target by name or by touching one of its possessions or a piece of its body. The DC is 2 lower if you have never met it and 10 lower if you don't know who it is.\n\n**Critical Success** The spell fails, and the target is temporarily immune for 1 week; it also glimpses you and learns your rough distance and direction.\n\n**Success** The spell fails, and the target is temporarily immune for 1 day.\n\n**Failure** The spell succeeds.\n\n**Critical Failure** The spell succeeds, and the eye follows the target up to 60 feet per round.","spells.seize-soul.name":"Seize Soul","spells.seize-soul.texts.requirements":"an item worth at least the target's level × 100 gp","spells.seize-soul.description":"You trap the target's soul in an item before it can pass on. The item has AC 16 and its usual Hardness and HP; destroying it (not just breaking it) or counteracting the spell frees the soul to the afterlife. While trapped, the creature can't be returned to life by any means, not even a wish ritual. An item holds only one soul; trying to put in another wastes the spell. Casting the spell again on an item holding a soul destroys the item and either frees the soul or moves it to another item, unless the item is an artifact or the soul is of a creature of 19th level or higher.","spells.sending.name":"Sending","spells.sending.description":"You send a creature you know well a mental message of 25 words or fewer, and it can answer at once with a message of its own of 25 words or fewer.","spells.shadow-blast.name":"Shadow Blast","spells.shadow-blast.description":"You shape shadow-stuff into a blast of acid, bludgeoning, cold, electricity, fire, force, piercing, slashing, sonic or spirit damage (your choice), in a 30-foot cone, a 15-foot burst within 120 feet or a 50-foot line. Each creature in the area takes 6d8 damage of that type, with a basic Reflex or Will save (its choice).\n\n**Heightened (+1)** The damage increases by 1d8.","spells.shadows-web.name":"Shadow's Web","spells.shadows-web.texts.requirements":"you are in clinging shadows stance","spells.shadows-web.description":"Grasping darkness surges from you in a 30-foot emanation: 14d4 void damage by each creature's Fortitude save.\n\n**Critical Success** The creature is unaffected.\n\n**Success** Half damage, and enfeebled 1 for 1 round.\n\n**Failure** Full damage, and enfeebled 2 for 1 round.\n\n**Critical Failure** Double damage, stunned 1, enfeebled 2 for 1 round, and immobilized for 1 round or until it Escapes.\n\n**Heightened (+1)** The damage increases by 2d4.","spells.shape-stone.name":"Shape Stone","spells.shape-stone.description":"You reshape a cube of stone up to 10 feet across into a rough shape of your choice, without fine detail or moving parts. Each creature standing on it attempts a Reflex save or Acrobatics check.\n\n**Success** The creature is unaffected.\n\n**Failure** The creature falls prone on the stone.\n\n**Critical Failure** The creature falls off the stone, if it can, and lands prone.","spells.shared-nightmare.name":"Shared Nightmare","spells.shared-nightmare.description":"You merge minds with the target and trade disturbing visions; one of you is confused, by its Will save.\n\n**Critical Success** You are confused for 1 round.\n\n**Success** You spend the first action of your next turn confused, then act normally.\n\n**Failure** The target spends the first action of each of its turns confused, for 1 minute.\n\n**Critical Failure** The target is confused for 1 minute.","spells.shifting-form.name":"Shifting Form","spells.shifting-form.description":"You reshape your body to suit the moment, gaining one ability of your choice. You can Dismiss the spell.\n\n- A +20-foot status bonus to your Speed.\n- A climb or swim Speed equal to half your Speed.\n- Darkvision.\n- Claws: agile, finesse unarmed attacks dealing 1d8 slashing damage.\n- Imprecise scent 60 feet.","spells.shrink-the-span.name":"Shrink the Span","spells.shrink-the-span.description":"The world seems to shrink beneath your feet: you teleport up to your Speed to a spot within your line of sight.","spells.slither.name":"Slither","spells.slither.description":"Snakes of shadow rise in the area. Each creature there when you cast the spell, and each creature that ends its turn there, attempts a Reflex save against a bite of 3d6 piercing damage and 1d6 persistent poison damage. You can Dismiss the spell.\n\n**Success** The creature is unaffected.\n\n**Failure** Full damage, and a snake grabs it (Escape DC your spell DC). Attacking a snake (AC your spell DC, destroyed by 12 damage at once) frees the creature, but new snakes keep growing.\n\n**Critical Failure** As failure, but double damage, and it is restrained.\n\n**Heightened (+2)** The persistent poison damage increases by 1d6 and a snake's Hit Points by 6.","spells.speak-with-stones.name":"Speak with Stones","spells.speak-with-stones.description":"You can question natural or worked stone and hear its answers, speaking with the spirits within it. Their outlook is colored by the stone's kind and the structure it belongs to, and differs enough from a human's that they notice different things; they best know who has touched them and what lies under or behind them.\n\n**Heightened (6th)** The duration is 8 hours.","spells.spellwrack.name":"Spellwrack","spells.spellwrack.description":"You curse the target so that spells cast on it lash out in surges of energy.\n\n**Critical Success** The target is unaffected.\n\n**Success** Whenever a spell with a duration affects the target, it takes 2d12 persistent force damage, and each time this persistent damage hurts it, the spells on it lose 1 round of duration. Only a successful Arcana check against your spell DC helps it recover from the persistent damage. The curse and the persistent damage end after 1 minute.\n\n**Failure** As success, but the curse and persistent damage don't end on their own.\n\n**Critical Failure** As failure, but the persistent damage is 4d12.","spells.spiral-of-horrors.name":"Spiral of Horrors","spells.spiral-of-horrors.description":"Shades and spirits whirl and howl around you. Enemies in the area are frightened 1 and can't lower their frightened value below 1 while the spell lasts.","spells.spirit-blast.name":"Spirit Blast","spells.spirit-blast.description":"You strike the target's spirit with ethereal energy for 16d6 spirit damage with a basic Fortitude save.\n\n**Heightened (+1)** The damage increases by 2d6.","spells.spiritual-guardian.name":"Spiritual Guardian","spells.spiritual-guardian.description":"A Medium, translucent guardian of force appears in an unoccupied space within range, bearing a ghostly copy of a weapon you wield or wear; its attacks are sanctified if the spell is. Creatures can pass through but not stop in its space, and you and your allies can flank with it. It has 50 Hit Points, which it can't recover and loses only by protecting. When you cast the spell and each time you Sustain it, it can move to any unoccupied space within 120 feet of you and either attack or protect.\n\n**Attack** A melee spell attack against an adjacent creature for 3d8 damage of the weapon's type (any of a versatile weapon's), double on a critical hit, or spirit damage if that would be worse for the creature. It counts toward your multiple attack penalty.\n\n**Protect** While adjacent to a creature you choose, the guardian takes the first 10 damage the creature would take, until you command it otherwise or it is destroyed.\n\n**Heightened (+2)** The damage increases by 1d8 and the Hit Points by 20.","spells.storm-lord.name":"Storm Lord","spells.storm-lord.texts.requirements":"you are outdoors and aboveground","spells.storm-lord.description":"Storm clouds swirl above you. When you cast the spell, and the first time you Sustain it each round, choose the weather in the area.\n\n**Calm** No effect.\n\n**Fog** Heavy fog, as mist.\n\n**Rain** Torrential rain douses ordinary flames, and creatures in the area take a –2 circumstance penalty to Acrobatics and Perception checks.\n\n**Wind** Ranged attacks take a –4 circumstance penalty, and the area is difficult terrain for flying creatures.\n\nAlso, once a round, you can use a single action (concentrate, manipulate) to call lightning down on a target in range you can see: 10d6 electricity damage with a basic Reflex save, and deafened for 1 round on a failure.","spells.stormwind-flight.name":"Stormwind Flight","spells.stormwind-flight.description":"Strong winds carry you: you gain a fly Speed equal to your Speed. If you're still flying when the spell ends, you float down as with gentle landing.\n\n**Heightened (6th)** You ignore difficult terrain caused by wind while flying this way.","spells.subconscious-suggestion.name":"Subconscious Suggestion","spells.subconscious-suggestion.description":"You plant a suggestion in the target's mind, to follow when a trigger you set occurs. It must seem a logical course of action to the target and can't be self-destructive or plainly against its interests.\n\n**Critical Success** The target is unaffected and knows you tried to control it.\n\n**Success** The target is unaffected and thinks you were only talking to it.\n\n**Failure** The suggestion waits until your next daily preparations. If the trigger occurs before then, the target follows it at once, for 1 minute or until it completes a finite suggestion or the suggestion turns self-destructive or plainly harmful.\n\n**Critical Failure** As failure, but for up to 1 hour.\n\n**Heightened (9th)** You can target up to 10 creatures.","spells.suggestion.name":"Suggestion","spells.suggestion.description":"You suggest a course of action that must seem logical to the target and can't be self-destructive or plainly against its interests.\n\n**Critical Success** The target is unaffected and knows you tried to control it with a spell.\n\n**Success** The target is unaffected.\n\n**Failure** The target follows the suggestion at once, for 1 minute, until it completes a finite suggestion, or until the suggestion turns self-destructive or plainly harmful.\n\n**Critical Failure** As failure, but for up to 1 hour.\n\n**Heightened (8th)** You can target up to 10 creatures.","spells.summon-celestial.name":"Summon Celestial","spells.summon-celestial.description":"You summon a celestial of level 5 or lower to fight for you. The GM may rule that your deity restricts which celestials you can call.\n\n**Heightened (6th)** Level 7.\n\n**Heightened (7th)** Level 9.\n\n**Heightened (8th)** Level 11.\n\n**Heightened (9th)** Level 13.\n\n**Heightened (10th)** Level 15.","spells.summon-dragon.name":"Summon Dragon","spells.summon-dragon.description":"You summon a dragon of level 5 or lower to fight for you. A dragon with a tradition trait can be summoned only with that tradition.\n\n**Heightened (6th)** Level 7.\n\n**Heightened (7th)** Level 9.\n\n**Heightened (8th)** Level 11.\n\n**Heightened (9th)** Level 13.\n\n**Heightened (10th)** Level 15.","spells.summon-entity.name":"Summon Entity","spells.summon-entity.description":"You summon an aberration of level 5 or lower to fight for you.\n\n**Heightened (6th)** Level 7.\n\n**Heightened (7th)** Level 9.\n\n**Heightened (8th)** Level 11.\n\n**Heightened (9th)** Level 13.\n\n**Heightened (10th)** Level 15.","spells.summon-fiend.name":"Summon Fiend","spells.summon-fiend.description":"You summon a fiend of level 5 or lower to fight for you. The GM may rule that your deity restricts which fiends you can call.\n\n**Heightened (6th)** Level 7.\n\n**Heightened (7th)** Level 9.\n\n**Heightened (8th)** Level 11.\n\n**Heightened (9th)** Level 13.\n\n**Heightened (10th)** Level 15.","spells.summon-giant.name":"Summon Giant","spells.summon-giant.description":"You summon a giant of level 5 or lower to fight for you.\n\n**Heightened (6th)** Level 7.\n\n**Heightened (7th)** Level 9.\n\n**Heightened (8th)** Level 11.\n\n**Heightened (9th)** Level 13.\n\n**Heightened (10th)** Level 15.","spells.summon-monitor.name":"Summon Monitor","spells.summon-monitor.description":"You summon a monitor of level 5 or lower to fight for you. The GM may rule that your deity restricts which monitors you can call.\n\n**Heightened (6th)** Level 7.\n\n**Heightened (7th)** Level 9.\n\n**Heightened (8th)** Level 11.\n\n**Heightened (9th)** Level 13.\n\n**Heightened (10th)** Level 15.","spells.sunburst.name":"Sunburst","spells.sunburst.description":"A globe of searing sunlight bursts in the area: 8d10 fire damage to every creature, plus 8d10 vitality damage to undead, by their Reflex saves. It tries to counteract magical darkness it overlaps.\n\n**Critical Success** The creature is unaffected.\n\n**Success** Half damage.\n\n**Failure** Full damage.\n\n**Critical Failure** Full damage, and permanently blinded.\n\n**Heightened (+1)** The fire damage and the vitality damage to undead each increase by 1d10.","spells.swamp-of-sloth.name":"Swamp of Sloth","spells.swamp-of-sloth.description":"The ground in a 5-foot burst (5 feet wider for each extra action) turns to a fetid swamp of difficult terrain, its sludge swarming with tiny demonic shapes. A creature that ends its turn there takes 1d6 poison damage with a basic Fortitude save.\n\n**Heightened (+2)** The damage increases by 1d6 and the starting radius by 5 feet.","spells.synaptic-pulse.name":"Synaptic Pulse","spells.synaptic-pulse.description":"A pulsing mental blast hits every enemy in the area.\n\n**Critical Success** The creature is unaffected.\n\n**Success** Stunned 1.\n\n**Failure** Stunned 2.\n\n**Critical Failure** Stunned for 1 round.","spells.take-its-course.name":"Take its Course","spells.take-its-course.description":"You hasten an affliction or persistent poison damage on the target past its worst, or make it worse. Choose a disease, a poison or persistent poison damage affecting it (the GM picks at random among those you don't know of). An unwilling target can negate the spell with a Will save.\n\n**Affliction** It attempts its next save against the affliction at once, with a +2 status bonus or a –2 status penalty, your choice.\n\n**Persistent poison** You can make it take the persistent poison damage now (as well as at the end of its next turn), and either way it attempts an extra flat check to end it, whose DC you can set to 5 or 20.\n\n**Heightened (7th)** You can affect any number of its afflictions and persistent poison damage.","spells.talking-corpse.name":"Talking Corpse","spells.talking-corpse.description":"The target corpse gains enough semblance of life to answer three questions from its body's memories (not its spirit). It must be mostly intact, with a mouth and throat; the more damaged it is, the more patchy its answers. The spell fails if it was cast on the corpse in the last week. The corpse can resist with a Will save using its statistics at death.\n\n**Critical Success** It can lie or refuse, and its spirit haunts you for 24 hours, keeping you from resting.\n\n**Success** It can give false answers or refuse.\n\n**Failure** It must answer truthfully, though briefly, cryptically and repetitively, and can stall to run out the clock.\n\n**Critical Failure** As failure, but its answers are more direct, and it takes a –2 status penalty to Deception checks to mislead you.","spells.tangling-creepers.name":"Tangling Creepers","spells.tangling-creepers.description":"Twitching creepers cover every surface and fill any water in the area. A creature moving over land there, or climbing or swimming through the creepers, takes a –10-foot circumstance penalty to its Speeds. Once a round, you can Sustain the spell to have a vine with 15-foot reach lash out from any square of creepers: make a melee spell attack, and on a hit the vine pulls the target into the creepers and immobilizes it for 1 round or until it Escapes against your spell DC.","spells.telekinetic-haul.name":"Telekinetic Haul","spells.telekinetic-haul.description":"You move the target up to 20 feet, and can hold it in midair. Each time you Sustain the spell, you can move it again or move another eligible object within range instead.","spells.telepathy.name":"Telepathy","spells.telepathy.description":"You can communicate telepathically with creatures within 30 feet that share a language with you; once you've reached a creature, it can answer the same way.\n\n**Heightened (6th)** You can communicate in shared mental images with creatures that share no language with you, and the spell loses the linguistic trait.","spells.teleport.name":"Teleport","spells.teleport.description":"You and the targets are carried instantly to any place within 100 miles that you can identify precisely, by where it lies from you and by how it looks. False knowledge of its appearance usually makes the spell fail, or may lead to a mishap or an unwanted destination as the GM decides. You arrive about 1 percent of the distance traveled off target, in a direction the GM chooses.\n\n**Heightened (7th)** Anywhere within 1,000 miles.\n\n**Heightened (8th)** Anywhere on the same planet; past 1,000 miles, you arrive only 10 miles off target.\n\n**Heightened (9th)** Anywhere on another planet in the same solar system; with accurate knowledge of the place, you arrive 100 miles off target.\n\n**Heightened (10th)** As 9th rank, but any planet in the same galaxy.","spells.tempt-fate.name":"Tempt Fate","spells.tempt-fate.texts.trigger":"you or an ally within range attempts a saving throw","spells.tempt-fate.description":"You make the moment dire or uneventful, nothing between. The target gains a +1 status bonus to the save; a success becomes a critical success, and a failure a critical failure that abilities can't lessen. If the triggering effect lacks either a critical success or a critical failure effect, the spell fails and you don't spend the Focus Point.\n\n**Heightened (8th)** The bonus is +2.","spells.touch-of-death.name":"Touch of Death","spells.touch-of-death.description":"You make a melee unarmed Strike. If it hits a living target, at any time during the spell you can spend a single action (auditory, concentrate) to speak a word of death; the target attempts a Fortitude save. Casting the spell again ends any earlier touch of death.\n\n**Critical Success** It survives; the spell ends and it is temporarily immune for 24 hours.\n\n**Success** It is stunned 1 and takes 40 damage; the spell ends and it is temporarily immune for 24 hours.\n\n**Failure** It is stunned 3 and takes 80 damage. The spell goes on, but it is temporarily immune to being killed by touch of death for 24 hours.\n\n**Critical Failure** It dies.\n\n**Heightened (+1)** The damage increases by 10 on a failure and by 5 on a success.","spells.touch-of-the-moon.name":"Touch of the Moon","spells.touch-of-the-moon.description":"A glowing moon symbol appears on the target's forehead; it sheds dim light in a 20-foot radius. It gains the benefit of a moon phase, starting with the new moon and moving to the next at the end of each of its turns, back to the new moon after waning.\n\n**New moon** No benefit.\n\n**Waxing moon** A +1 status bonus to attack rolls and a +4 status bonus to damage rolls.\n\n**Full moon** A +1 status bonus to attack rolls, AC and saves, and a +4 status bonus to damage rolls.\n\n**Waning moon** A +1 status bonus to AC and saves.","spells.toxic-cloud.name":"Toxic Cloud","spells.toxic-cloud.description":"You conjure a poisonous fog that works as mist, except that it drifts 10 feet away from you each round. A breathing creature that starts its turn in it takes 6d8 poison damage with a basic Fortitude save. You can Dismiss the spell.\n\n**Heightened (+1)** The damage increases by 1d8.","spells.translocate.name":"Translocate","spells.translocate.description":"You teleport, with what you wear and hold, to an unoccupied space within range that you can see. If another creature would come with you, even in an extradimensional container, the spell is lost.\n\n**Heightened (5th)** The range is 1 mile, and you needn't see the destination if you've been there and know its direction and distance. You are then temporarily immune for 1 hour.","spells.travelers-transit.name":"Traveler's Transit","spells.travelers-transit.description":"Power fills your muscles: you gain a climb Speed or a swim Speed, your choice, equal to your land Speed.\n\n**Heightened (5th)** You can choose a fly Speed instead.","spells.tree-of-seasons.name":"Tree of Seasons","spells.tree-of-seasons.description":"A Small tree sprouts in an unoccupied space on the ground with four seedpods, one for each season. A creature can Interact to pluck a pod and throw it up to 30 feet, in the same action or a later Interact action. A thrown pod bursts in a 5-foot burst for 6d6 damage with a basic Reflex save against your spell DC: electricity (spring), fire (summer), poison (autumn) or cold (winter). When the spell ends, the tree withers and the pods rot to ordinary seeds.\n\n**Heightened (+1)** The damage increases by 1d6.","spells.tricksters-twin.name":"Trickster's Twin","spells.tricksters-twin.description":"You create an illusion of yourself, seen only by the target, at a spot within 100 feet of it that it can see, mimicking all your actions.\n\n**Critical Success** It is unaffected.\n\n**Success** It believes you are at that spot and can't see you where you are. It disbelieves when you do something that makes no sense from the illusion's position, or when it attacks, touches, Seeks or otherwise engages the illusion; a hostile action by you against it ends the spell.\n\n**Failure** As success, but it must succeed at a Will save to disbelieve on those occasions.\n\n**Critical Failure** As success, but it must critically succeed at a Will save to disbelieve.","spells.true-target.name":"True Target","spells.true-target.description":"You glimpse every way a foe might avoid harm and share it. Name a creature. The first time each target makes an attack roll against it during the spell, the attacker rolls twice and takes the better result, ignoring circumstance penalties to the roll and any flat check for the creature being concealed or hidden.","spells.truesight.name":"Truesight","spells.truesight.description":"You see things within 60 feet as they really are. The GM rolls a secret counteract check against each illusion, morph or polymorph effect in the area, only to tell whether you see through it; a success shows you a polymorphed creature's true form without ending the spell.","spells.truespeech.name":"Truespeech","spells.truespeech.description":"The target understands all words in any language and can speak other creatures' languages: each time it speaks, it can choose a creature and speak in a language that creature understands, even without knowing which language it is.\n\n**Heightened (7th)** The duration is 8 hours.","spells.umbral-journey.name":"Umbral Journey","spells.umbral-journey.description":"You and the targets slip partly into a realm of shadow, covering each hour about as much ground as in 3 days of normal travel. The landmarks are vague and symbolic, so when you Dismiss the spell or it ends, you arrive within a mile of where you meant to go.","spells.uncontrollable-dance.name":"Uncontrollable Dance","spells.uncontrollable-dance.description":"The target is seized by an urge to dance: it is off-guard, can't use reactions, and can move only by dancing, Striding up to half its Speed.\n\n**Critical Success** The target is unaffected.\n\n**Success** For 3 rounds, and it spends at least 1 action each turn dancing.\n\n**Failure** For 1 minute, and it spends at least 2 actions each turn dancing.\n\n**Critical Failure** For 1 minute, and it spends all its actions dancing.","spells.unfathomable-song.name":"Unfathomable Song","spells.unfathomable-song.description":"A strange, unnatural song overtakes the targets' minds. Each attempts a Will save when you cast the spell and the first time you Sustain it each round (once a round at most); the targets stay the same.\n\n**Critical Success** The target is unaffected, can't be affected later, and is temporarily immune for 1 minute.\n\n**Success** Unaffected this round.\n\n**Failure** Roll 1d4 on the table.\n\n**Critical Failure** Roll 1d4+1 on the table.\n\n**1** Frightened 2. **2** Confused for 1 round. **3** Stupefied 4 for 1 round. **4** Blinded for 1 round. **5** Stunned for 1 round, and stupefied 1 for an unlimited duration.","spells.unfettered-movement.name":"Unfettered Movement","spells.unfettered-movement.description":"The target ignores effects that would give it a circumstance penalty to Speed. When it tries to Escape being grabbed, immobilized or restrained, it automatically succeeds unless the effect is magical and of a higher rank than this spell.","spells.unfettered-pack.name":"Unfettered Pack","spells.unfettered-pack.description":"The targets ignore circumstance penalties to Speed from vegetation, rubble, wind and other features of the environment, and difficult terrain from them.\n\n**Heightened (9th)** They also ignore greater difficult terrain from the environment.","spells.unity.name":"Unity","spells.unity.texts.trigger":"you and one or more allies within range are targeted by a spell or ability that allows a saving throw","spells.unity.description":"Each ally can use your saving throw modifier instead of its own against the triggering effect, each deciding for itself.","spells.unrelenting-observation.name":"Unrelenting Observation","spells.unrelenting-observation.description":"Choose a creature or object in the area to track; it becomes the spell's sensor. Up to five willing creatures of your choice in the area see a ghostly image of it when it's out of their sight, perceiving it perfectly whatever its concealed or invisible condition (cover still applies), through every barrier but lead or running water and at any distance it can still be made out. They see what it wears or holds, but not its surroundings. A willing subject is tracked for 1 hour; an unwilling one attempts a Will save.\n\n**Critical Success** It is unaffected.\n\n**Success** Tracked for 1 minute.\n\n**Failure** Tracked for 1 hour.","spells.unusual-anatomy.name":"Unusual Anatomy","spells.unusual-anatomy.description":"Your flesh becomes a bizarre mix of skin, scales, hair and growths. You gain resistance 10 to precision damage and to the extra damage of critical hits (reducing that extra to 0 at most, not the attack's normal damage), and darkvision. Acid oozes from your skin: a creature that hits you with an unarmed attack or a melee weapon without reach takes 2d6 acid damage.\n\n**Heightened (+2)** The resistances increase by 5 and the acid damage by 1d6.","spells.vampiric-exsanguination.name":"Vampiric Exsanguination","spells.vampiric-exsanguination.description":"You draw in the blood and life of living creatures in the area: 12d6 void damage with a basic Fortitude save. You gain temporary Hit Points equal to half the damage taken by the creature that took the most; you lose any left after 1 minute.\n\n**Heightened (+1)** The damage increases by 2d6.","spells.vapor-form.name":"Vapor Form","spells.vapor-form.description":"The target becomes amorphous vapor. It loses item bonuses to AC and all other effects of armor, using its unarmored defense proficiency. It gains resistance 8 to physical damage, immunity to precision damage and a fly Speed of 10 feet, and can slip through tiny cracks. It can't cast spells, activate items or use attack or manipulate actions. It can Dismiss the spell.","spells.vibrant-pattern.name":"Vibrant Pattern","spells.vibrant-pattern.description":"A pattern of pulsing lights dazzles every creature inside it. A creature attempts a Will save when it is inside the pattern as you cast it, enters it, ends its turn in it, or Seeks or Interacts with it; a creature the pattern has blinded doesn't save again.\n\n**Success** The creature is unaffected.\n\n**Failure** It is blinded by the pattern. Once outside, it can attempt a new save at the end of each of its turns to recover, for at most 1 minute.\n\n**Critical Failure** It is blinded for 1 minute.","spells.vision-of-death.name":"Vision of Death","spells.vision-of-death.description":"The target sees a vision of its own death and takes 8d6 mental damage, by its Will save. If this reduces it to 0 HP, the vision comes true and it dies.\n\n**Critical Success** The target is unaffected.\n\n**Success** Half damage, and frightened 1.\n\n**Failure** Full damage, and frightened 2.\n\n**Critical Failure** Double damage, frightened 4, and fleeing for as long as it is frightened.\n\n**Heightened (+1)** The damage increases by 2d6.","spells.vital-beacon.name":"Vital Beacon","spells.vital-beacon.description":"Vitality radiates from you. Once per round, you or an ally can Interact to lay hands on you and regain Hit Points: 4d10 for the first creature, 4d8 for the second, 4d6 for the third and 4d4 for the fourth, after which the spell ends. You can have only one vital beacon at a time.\n\n**Heightened (+1)** Each healing gains one more die of its size.","spells.vital-luminance.name":"Vital Luminance","spells.vital-luminance.description":"You glow with bright light in a 30-foot emanation (dim light for 30 feet more) and gain a luminance reservoir of 4, which grows by 4 at the start of each of your turns. An undead creature in your bright light that damages you with an attack or spell takes vitality damage equal to half the reservoir, once a round. You can Dismiss the spell to send the energy into a willing living creature or an undead creature in your light, healing the living one or dealing vitality damage to the undead one equal to the reservoir. Casting the spell again ends the earlier one.\n\n**Heightened (+1)** The reservoir's starting value and growth each turn increase by 1.","spells.volcanic-eruption.name":"Volcanic Eruption","spells.volcanic-eruption.description":"Lava sprays up in a column, dealing 14d6 fire damage by each creature's Reflex save; creatures in the area and within 5 feet of it also take 3d6 fire damage from the heat whatever their save. The lava cools fast, encasing creatures: an encased creature is clumsy 1 and takes a –10-foot status penalty to its Speeds, and a flying one treats all terrain as difficult and drops 20 feet at once, without falling damage. It stays encased until it Escapes against your spell DC or takes 50 damage in all.\n\n**Critical Success** The creature is unaffected.\n\n**Success** Half damage.\n\n**Failure** Full damage, and encased.\n\n**Critical Failure** Double damage, and encased.\n\n**Heightened (+1)** The damage increases by 2d6 and the heat's by 1d6.","spells.wails-of-the-damned.name":"Wails of the Damned","spells.wails-of-the-damned.description":"You howl the lament of damned souls. Each living enemy in the area takes 8d10 void damage by its Fortitude save.\n\n**Critical Success** The creature is unaffected.\n\n**Success** Full damage.\n\n**Failure** Full damage, and drained 1d4.\n\n**Critical Failure** Double damage, and drained 4.","spells.wall-of-fire.name":"Wall of Fire","spells.wall-of-fire.description":"You raise a 10-foot-high, 5-foot-thick wall of flame, either a straight line up to 60 feet long or a ring with a 10-foot radius (shorter or lower if you like). Each side is concealed from the other. A creature that crosses the wall, or starts its turn in it, takes 4d6 fire damage.\n\n**Heightened (+1)** The fire damage increases by 1d6.","spells.wall-of-force.name":"Wall of Force","spells.wall-of-force.description":"You create an invisible wall of force up to 50 feet long and 20 feet high, with no thickness. It must form in open space, its edges passing through no creature or object, or the spell is lost. It has AC 10, Hardness 30 and 60 HP, and is immune to critical hits and precision damage. It blocks physical effects and incorporeal and ethereal creatures, but not teleportation or visual effects. It is immune to counteracting by effects of its rank or lower, and disintegrate of any rank destroys it.\n\n**Heightened (+2)** The wall has 20 more HP.","spells.wall-of-ice.name":"Wall of Ice","spells.wall-of-ice.description":"You raise an opaque ice barrier 1 foot thick: a line up to 60 feet long and 10 feet high, anchored at both ends but not necessarily vertical, or a hemisphere of 10-foot radius (smaller if you like). It must form in open space, its edges passing through no creature or object, or the spell is lost. Each 10-foot section has AC 10, Hardness 10, 40 HP, weakness 15 to fire, and immunity to critical hits, cold and precision damage. A section destroyed by fire melts away; one destroyed otherwise leaves chilling ice that is difficult terrain and deals 2d6 cold damage to a creature moving through it.\n\n**Heightened (+2)** Each section has 10 more HP, and the cold damage increases by 1d6.","spells.wall-of-stone.name":"Wall of Stone","spells.wall-of-stone.description":"You raise a wall of stone 1 inch thick, up to 120 feet long and 20 feet high, placing each 5 feet along square borders; it needn't be vertical, so it can make a bridge or stairs. It must form in open space, its edges passing through no creature or object, or the spell is lost. Each 10-foot section has AC 10, Hardness 14 and 50 HP and is immune to critical hits and precision damage; a destroyed section's rubble is difficult terrain.\n\n**Heightened (+2)** Each section has 15 more HP.","spells.warp-mind.name":"Warp Mind","spells.warp-mind.description":"You scramble the target's mind and senses; whatever its save, it is then temporarily immune for 10 minutes. The effects are instant, so dispel magic can't counteract them, though a wish ritual or an ability that removes non-magical effects can.\n\n**Critical Success** The target is unaffected.\n\n**Success** It is confused for the first action of its next turn.\n\n**Failure** Confused for 1 minute.\n\n**Critical Failure** Confused permanently.","spells.wave-of-despair.name":"Wave of Despair","spells.wave-of-despair.description":"Despair washes over the creatures in the area.\n\n**Critical Success** The creature is unaffected.\n\n**Success** For 1 round, it can't use reactions, and at the start of its turn it saves again, slowed 1 for that turn on a failure.\n\n**Failure** As success, but for 1 minute.\n\n**Critical Failure** As failure, and it is slowed 1 for 1 minute.\n\n**Heightened (7th)** The area is a 60-foot cone.","spells.weapon-storm.name":"Weapon Storm","spells.weapon-storm.description":"You swing a weapon you're holding and it multiplies into copies that sweep a 30-foot cone or a 10-foot emanation. Each creature in the area takes four dice of the weapon's damage, of its type and die size (as if you attacked with it, two-handed if you wield it so), by its Reflex save.\n\n**Critical Success** The creature is unaffected.\n\n**Success** Half damage.\n\n**Failure** Full damage.\n\n**Critical Failure** Double damage, and the weapon's critical specialization effect.\n\n**Heightened (+1)** One more damage die.","spells.wild-winds-stance.name":"Wild Winds Stance","spells.wild-winds-stance.description":"You take the stance of flowing winds. You can make wind crash Strikes, ranged unarmed Strikes against targets within 30 feet: 1d6 bludgeoning damage, brawling group, agile, nonlethal, propulsive and unarmed, ignoring concealment and all cover. Entering the stance is a qi spell, but the Strikes aren't. While in the stance you gain a +2 circumstance bonus to AC against ranged attacks.","spells.wind-jump.name":"Wind Jump","spells.wind-jump.description":"You gain a fly Speed equal to your Speed. You must end your turn on solid ground or fall.\n\n**Heightened (6th)** At the end of your turn you can attempt a DC 30 Acrobatics check to find purchase in midair; on a success you don't fall.","spells.word-of-freedom.name":"Word of Freedom","spells.word-of-freedom.description":"A word of power suppresses one condition of your choice on the target for the spell's duration: confused, frightened, grabbed, paralyzed or restrained. Suppressing grabbed or restrained frees it at once. Unless its source is removed, the condition returns when the spell ends.","spells.wrathful-storm.name":"Wrathful Storm","spells.wrathful-storm.description":"A vast storm cloud forms over the area with rain and gales: physical ranged attacks take a –4 circumstance penalty, and the air is greater difficult terrain for flying creatures. When you cast the spell and the first time you Sustain it each round, choose a storm effect other than the last one.\n\n**Blizzard** 4d8 cold damage, with no save, to each creature in or below the storm; everything there is concealed, and the ground is difficult terrain.\n\n**Hail** 4d10 bludgeoning damage to each creature in or below the storm, with a basic Fortitude save.\n\n**Lightning** Up to 10 creatures in or below the storm take 7d6 electricity damage with a basic Reflex save.\n\n**Tornado** A whirlwind of 30-foot radius forms in or below the cloud, throwing each creature in it 40 feet up.\n\n**Heightened (10th)** The range is 2,000 feet and the cloud a 1,000-foot burst.","spells.youre-mine.name":"You're Mine","spells.youre-mine.description":"You twist the target's emotions to seize it for a moment.\n\n**Critical Success** Unaffected.\n\n**Success** Stunned 1.\n\n**Failure** On its next turn it is stunned 1 and takes one action of your choice; any actions it has left are its own.\n\n**Critical Failure** It is controlled for 1 round.\n\n**Heightened (7th)** On a failure it is controlled for 1 round; on a critical failure, for up to 1 minute, with a Will save at the end of each of its turns to end the spell.","spells.zeal-for-battle.name":"Zeal for Battle","spells.zeal-for-battle.texts.trigger":"you and at least one ally are about to roll initiative","spells.zeal-for-battle.description":"You and the target ally each roll a d20 and both use the higher result for initiative, each with your own modifier.","spells.zealous-conviction.name":"Zealous Conviction","spells.zealous-conviction.description":"Unshakable zeal overrides the targets' reason. Each gains 12 temporary Hit Points and a +2 status bonus to Will saves against mental effects. A target must do what you tell it; if it finds the task repugnant, it can attempt a Will save at the end of each of its turns, ending the spell on itself on a success.\n\n**Heightened (9th)** 18 temporary Hit Points and a +3 status bonus.","spells.grisly-growths.name":"Grisly Growths","spells.grisly-growths.description":"The target sprouts extra limbs and organs, taking 10d6 piercing damage (basic Fortitude save); a creature with no fixed anatomy, such as an ooze, is unaffected. The growths rot away after a round. Unless the target critically succeeds, every creature within 30 feet of it, the target included, attempts a Will save (a mental, visual effect) and is then immune to this part for 1 hour: unaffected on a success, sickened 1 on a failure, sickened 2 on a critical failure.\n\n**Heightened (+1)** The damage increases by 2d6.","spells.gravity-weapon.name":"Gravity Weapon","spells.gravity-weapon.description":"Your first weapon Strike each round gains a status bonus to damage equal to twice its number of weapon damage dice, for 1 minute.","spells.heal-companion.name":"Heal Companion","spells.heal-companion.description":"Your animal companion regains 1d10 Hit Points. With one action the range is touch; with two, 30 feet and 8 more Hit Points.\n\n**Heightened (+1)** The healing increases by 1d10, and the two-action version's extra healing by 8.","spells.magic-hide.name":"Magic Hide","spells.magic-hide.description":"Your animal companion's hide thickens: it gains a +1 status bonus to AC for 1 minute.","spells.animal-feature.name":"Animal Feature","spells.animal-feature.description":"For 1 minute you gain one feature of your choice: cat eyes (low-light vision), claws (a 1d6 slashing agile, finesse unarmed attack) or jaws (a 1d8 piercing unarmed attack).\n\n**Heightened (4th)** You can also choose a fish tail (a swim Speed equal to your land Speed), owl eyes (darkvision) or wings (a fly Speed equal to your land Speed).","spells.enlarge-companion.name":"Enlarge Companion","spells.enlarge-companion.description":"Your animal companion becomes Large for 1 minute, with the effects of a 2nd-rank enlarge.\n\n**Heightened (4th)** It becomes Huge instead, with the effects of a 4th-rank enlarge.","spells.hunters-luck.name":"Hunter's Luck","spells.hunters-luck.description":"Trigger: you attempt a check to Recall Knowledge about a creature and haven't rolled yet. Roll the check twice and use the better result.","spells.soothing-mist.name":"Soothing Mist","spells.soothing-mist.description":"A soothing mist restores 2d8 Hit Points to a living creature and ends one source of persistent acid, bleed, fire, poison or void damage on it. An undead target instead takes 2d8 vitality damage with a basic Fortitude save, and 2 persistent vitality damage if it fails.\n\n**Heightened (+1)** The healing or damage increases by 1d8, and the persistent vitality damage by 1.","spells.ephemeral-tracking.name":"Ephemeral Tracking","spells.ephemeral-tracking.description":"For 1 hour you can Track creatures through air and water with Survival, following the traces of anything that passed in the last hour. The DC is at least 30, more after wind, rain or strong currents.","spells.rangers-bramble.name":"Ranger's Bramble","spells.rangers-bramble.description":"Plants in a 5-foot burst entangle your foes for 1 minute, with the effects of entangling flora. A creature that critically fails its save also takes 2d4 persistent bleed damage, which escaping doesn't end.\n\n**Heightened (+1)** The bleed damage increases by 1d4.","spells.hunters-vision.name":"Hunter's Vision","spells.hunters-vision.description":"For 10 minutes your hunted prey glows with an aura only you and those sharing your Hunt Prey see. It's visible to you despite darkness, concealment or invisibility (not cover), you ignore the flat check for its concealment, and it isn't hidden from you by darkness or invisibility.","spells.terrain-transposition.name":"Terrain Transposition","spells.terrain-transposition.description":"In a wilderness environment, you teleport yourself and what you hold to a clear space you can see within 90 feet (180 feet if both spaces are in your favored terrain). An adjacent animal companion can come along; any other creature makes the spell fail.","spells.beastmaster-trance.name":"Beastmaster Trance","spells.beastmaster-trance.description":"You see through the senses of an animal companion within 1 mile, using your own Perception and sharing its special senses. While the trance lasts you're off-guard and can't use attack or move actions.\n\n**Heightened (6th)** The range is 100 miles, it lasts up to 10 minutes, and the companion hears you, so you can Command an Animal.\n\n**Heightened (8th)** The range is planetary, it lasts up to 1 hour, and you can communicate telepathically.","spells.animal-vision.name":"Animal Vision","spells.animal-vision.description":"For 1 hour you sense whatever the target animal senses (it can attempt a Will save to refuse). While you do, you can't use your own senses; Sustaining the spell switches between them.","spells.animated-assault.name":"Animated Assault","spells.animated-assault.description":"Unattended objects in a 10-foot burst fly at the creatures there: 2d10 bludgeoning damage with a basic Reflex save. The first time each round you Sustain the spell, they deal 1d10 bludgeoning damage with a basic Reflex save.\n\n**Heightened (+2)** The initial damage increases by 2d10 and the later damage by 1d10.","spells.anointed-ground.name":"Anointed Ground","spells.anointed-ground.description":"You anoint a 30-foot burst around you against aberrations, celestials, dragons, fiends, monitors or undead (your choice). Until your next daily preparations, creatures in the area gain a +1 status bonus to AC, attack rolls, damage rolls and saves against that kind of creature.","spells.bestial-curse.name":"Bestial Curse","spells.bestial-curse.description":"You curse a living humanoid to turn bestial (Fortitude save). Success: clumsy 1 for 1 round. Failure: for 1 hour it becomes clumsy 1, gains weakness 1 to silver and a claw, hoof, horn or jaws Strike, and must succeed at a DC 5 flat check to use a manipulate action. Critical failure: as failure, permanently.","spells.blanket-of-stars.name":"Blanket of Stars","spells.blanket-of-stars.description":"A starry cloak of darkness gives you a +2 status bonus to Stealth checks to Hide and Sneak for 10 minutes. Under a starry night sky you're invisible while still and concealed while moving. A creature ending its turn adjacent to you attempts a Will save: dazzled until the end of its next turn on a failure, confused and dazzled on a critical failure.","spells.blinding-fury.name":"Blinding Fury","spells.blinding-fury.description":"Trigger: a creature damages you. It attempts a Will save. Success: it can't observe you until the end of its turn. Failure: as success, and for 1 minute it can't observe you after each time it damages you. Critical failure: as success, and forever, the first time each round it damages a creature, it can't observe that creature until the end of its turn.","spells.blister.name":"Blister","spells.blister.description":"The target grows blisters (Fortitude save): one on a success, two on a failure, four on a critical failure. You can spend an action (concentrate) to pop one: the target and each creature in a 15-foot cone from it take 7d6 acid damage with a basic Fortitude save. The spell ends when none are left.\n\n**Heightened (+1)** A popped blister's damage increases by 1d6.","spells.blistering-invective.name":"Blistering Invective","spells.blistering-invective.description":"Your insults burn: the target takes 2d6 persistent fire damage and attempts a Will save (+4 circumstance bonus if it doesn't understand you). Success: half the persistent damage. Failure: frightened 1 and the full persistent damage. Critical failure: frightened 2 and double the persistent damage.\n\n**Heightened (+2)** You can target two more creatures, and the persistent damage increases by 2d6.","spells.bullhorn.name":"Bullhorn","spells.bullhorn.description":"For 10 minutes your voice carries clearly to all listeners within 500 feet. You gain a +1 status bonus to Coerce and to auditory Performance checks to Perform at a large venue. You can Dismiss the spell.\n\n**Heightened (5th)** Your voice carries 1,200 feet.\n\n**Heightened (7th)** Your voice carries 1 mile.","spells.carryall.name":"Carryall","spells.carryall.description":"A 2-foot platform of force follows 5 feet behind you for 8 hours, carrying up to 5 Bulk. Sustaining moves it up to 30 feet, holds it in place or calls it back. It ends if overloaded, ridden, lifted, or more than 60 feet from you.\n\n**Heightened (4th)** It carries 10 Bulk, can be ridden and can hover in the air.","spells.chameleon-coat.name":"Chameleon Coat","spells.chameleon-coat.description":"Up to eight creatures' clothing and gear shift colors to match their surroundings for 10 minutes, giving them a +3 status bonus to Stealth checks to Hide.\n\n**Heightened (6th)** A critical failure to Sneak within 30 feet of a creature that would spot them is a failure instead.\n\n**Heightened (8th)** As 6th, and the bonus is +4.","spells.charitable-urge.name":"Charitable Urge","spells.charitable-urge.description":"You compel the target to give its possessions away (Will save). Success: stunned 1. Failure: on its next turn, before anything else, it hands an item to the nearest creature (or is stunned 1 instead of giving up the item it defends itself with). Critical failure: as failure each turn for 4 rounds; a new save at the end of each of its turns shortens it.","spells.chilling-spray.name":"Chilling Spray","spells.chilling-spray.description":"Icy shards in a 15-foot cone deal 2d4 cold damage (Reflex save, half on a success, double on a critical failure). On a failure a creature also takes a -5-foot status penalty to its Speeds for 2 rounds (-10 feet on a critical failure).\n\n**Heightened (+1)** The damage increases by 2d4.","spells.chroma-leach.name":"Chroma Leach","spells.chroma-leach.description":"Your touch saps color and vitality (Fortitude save; gnomes take a -2 circumstance penalty). Success: enfeebled 2 for 1 round. Failure: enfeebled 2 for 1 minute and drained 1, and for 1 round each move action needs a successful Will save or is lost. Critical failure: as failure, but enfeebled 2 and drained 2 are permanent until removed.","spells.cloak-of-colors.name":"Cloak of Colors","spells.cloak-of-colors.description":"Swirling colors shroud the target for 1 minute. Creatures adjacent to it are dazzled. A creature that hits it with a melee attack attempts a Will save (incapacitation; then immune until the end of its turn): blinded for 1 round on a failure, stunned for 1 round on a critical failure.","spells.collective-transposition.name":"Collective Transposition","spells.collective-transposition.description":"You teleport up to two creatures to unoccupied spaces you can see within a 30-foot emanation; an unwilling one attempts a Will save. Critical success: it may teleport, choosing its own destination. Success: unaffected. Failure: you teleport it and choose where.\n\n**Heightened (+1)** One more target.","spells.concordant-choir.name":"Concordant Choir","spells.concordant-choir.description":"One action: 1d4 sonic damage to one enemy within 30 feet. Two actions: 2d4 sonic damage to each creature in a 10-foot burst. Three actions: 2d4 sonic damage to each creature in a 30-foot emanation. Each with a basic Fortitude save.\n\n**Heightened (+1)** The damage increases by 1d4 for the one-action version, 2d4 for the others.","spells.confusing-colors.name":"Confusing Colors","spells.confusing-colors.description":"A cloud of shifting colors fills a 20-foot burst for up to 1 minute (sustained). Creatures in it, or within 20 feet of it, are dazzled. A creature in it when you cast it, entering it, ending its turn in it, or Seeking or Interacting with it attempts a Will save: confused for 1d4 rounds on a failure; stunned for 1d4 rounds and then confused for the rest of the spell on a critical failure.","spells.containment.name":"Containment","spells.containment.description":"An immobile force field wraps a creature for 1 minute, blocking attacks, effects and creatures, the target included. It has Hardness 10, 40 Hit Points and immunity to critical hits and precision damage. An unwilling target attempts a Reflex save: on a critical success it escapes and the field collapses; on a success the field has 10 Hit Points.\n\n**Heightened (+1)** The field's Hit Points are 5 higher on a success or 15 higher on a failure.","spells.corrosive-muck.name":"Corrosive Muck","spells.corrosive-muck.description":"Two 10-foot pools of acidic slime become greater difficult terrain for 1 minute. A creature that starts its turn in a pool or enters one during a move takes 8d6 acid damage with a basic Reflex save, and 1d6 persistent acid damage on a critical failure (once per round, even in both pools).\n\n**Heightened (+2)** One more pool.","spells.countless-eyes.name":"Countless Eyes","spells.countless-eyes.description":"Eyes cover the touched creature for 1 minute: it can't be flanked, and when it succeeds at Seeking it critically succeeds instead.","spells.crashing-wave.name":"Crashing Wave","spells.crashing-wave.description":"A wave crashes out in a 30-foot cone: 6d6 bludgeoning damage with a basic Reflex save, and it puts out non-magical fires.\n\n**Heightened (+1)** The damage increases by 2d6.","spells.curse-of-lost-time.name":"Curse of Lost Time","spells.curse-of-lost-time.description":"You age or erode the target. A living creature (Fortitude save) becomes clumsy 1 and enfeebled 1: for 1 round on a success, 1 hour on a failure, forever on a critical failure. A construct takes 4d6 damage (basic Fortitude save) and, on a failure, is clumsy 1 and enfeebled 1 and can't be Repaired. An object takes 4d6 damage and becomes shoddy and unrepairable until the curse ends.\n\n**Heightened (+1)** The damage increases by 1d6.","spells.deja-vu.name":"Déjà Vu","spells.deja-vu.description":"The target attempts a Will save. On a failure, it must repeat on its following turn the actions it uses on its next turn, as closely as possible; for each it can't repeat, it acts freely but is stupefied 1 until the end of its turn.","spells.dismantle.name":"Dismantle","spells.dismantle.description":"A non-magical object of 1 Bulk or less in your possession comes apart into pieces small enough to hide under clothing, for 1 minute; it's broken meanwhile. When the spell ends (or you Dismiss it), it reassembles in your hands with its Hit Points as before.\n\n**Heightened (4th)** It lasts 10 minutes.\n\n**Heightened (6th)** It lasts until your next daily preparations.","spells.dream-council.name":"Dream Council","spells.dream-council.description":"Up to twelve creatures you know by name and have met, including you, may fall asleep and join a shared dream for 1 hour, where they speak as if in one room. Each leaves the dream on waking.","spells.drop-dead.name":"Drop Dead","spells.drop-dead.description":"Trigger: a creature within range is hit by an enemy's attack. It seems to fall dead (an illusory corpse remains) but turns invisible, for up to 1 minute (sustained). A hostile action ends the spell; an absurd death may let the attacker disbelieve.\n\n**Heightened (7th)** Hostile actions don't end it.","spells.dull-ambition.name":"Dull Ambition","spells.dull-ambition.description":"The target attempts a Will save. Success: for 1 hour it rolls initiative twice and takes the lower. Failure: for 1 day, the same for initiative and checks for downtime activities. Critical failure: as failure, forever.","spells.familiars-face.name":"Familiar's Face","spells.familiars-face.description":"Your willing animal companion or familiar within 1 mile becomes a scrying sensor while you Sustain the spell: you see and hear through it, can speak through it, can cast revelation spells that affect your senses through its senses, and can Command it as part of Sustaining.","spells.final-sacrifice.name":"Final Sacrifice","spells.final-sacrifice.description":"A minion you summoned or permanently control explodes and dies: 6d6 fire damage to creatures within 20 feet of it with a basic Reflex save (cold damage for a cold or water minion). It fails against a creature you only temporarily control.\n\n**Heightened (+1)** The damage increases by 2d6.","spells.fungal-infestation.name":"Fungal Infestation","spells.fungal-infestation.description":"Spores in a 15-foot cone deal 2d6 persistent poison damage (Fortitude save). Success: half. Failure: full, and while it lasts weakness 1 to fire and to slashing. Critical failure: double, and weakness 2 to fire and to slashing.\n\n**Heightened (+2)** The persistent damage increases by 2d6 and the weaknesses by 1 (2 on a critical failure).","spells.gale-blast.name":"Gale Blast","spells.gale-blast.description":"Wind whirls in a 5-foot emanation: 1d6 bludgeoning damage to each creature (Fortitude save, half on a success, double on a critical failure). On a failure a creature is pushed 5 feet away (10 feet on a critical failure).\n\n**Heightened (+1)** The damage increases by 1d6.","spells.ghostly-tragedy.name":"Ghostly Tragedy","spells.ghostly-tragedy.description":"Local spirits reenact a violent event of the recent past you name, the 9 minutes before the victim's death or injury and the minute after, with you in the victim's role. Observers can investigate it for clues. Afterward you take 2d6 void damage per apparition that took part.","spells.ghoulish-cravings.name":"Ghoulish Cravings","spells.ghoulish-cravings.description":"The target craves raw meat (Will save). Success: sickened 1. Failure: sickened 2, and it can't go below sickened 1 until it eats raw meat. Critical failure: as failure, but it can't go below sickened 2.","spells.gravity-well.name":"Gravity Well","spells.gravity-well.description":"Altered gravity pulls creatures and unsecured objects in a 30-foot burst toward its center (Reflex save, forced movement): 5 feet on a success, 15 feet on a failure, 30 feet on a critical failure.","spells.haunting-hymn.name":"Haunting Hymn","spells.haunting-hymn.description":"A jarring hymn in a 15-foot cone deals 1d8 sonic damage with a basic Fortitude save; a creature that critically fails is also deafened for 1 minute.\n\n**Heightened (+2)** The damage increases by 1d8.","spells.holy-cascade.name":"Holy Cascade","spells.holy-cascade.description":"A vial of holy water bursts in a 20-foot burst up to 500 feet away: 3d6 bludgeoning damage, plus 6d6 spirit damage to unholy creatures, with a basic Reflex save.\n\n**Heightened (+1)** The bludgeoning damage increases by 1d6 and the spirit damage by 2d6.","spells.ice-storm.name":"Ice Storm","spells.ice-storm.description":"A storm cloud pelts a 20-foot burst with hail: 2d8 bludgeoning and 2d8 cold damage with a basic Reflex save. While you Sustain it (up to 1 minute) the area is difficult terrain and a creature ending its turn there takes 2 cold damage. Outdoors you can make two clouds.\n\n**Heightened (+2)** The bludgeoning and cold damage each increase by 1d8, and the end-of-turn cold damage by 1.","spells.imaginary-lockbox.name":"Imaginary Lockbox","spells.imaginary-lockbox.description":"Until your next daily preparations, a container of 10 Bulk or less (no creatures) exists only in your mind, with no Bulk. Taking an item out is a 3-action activity; nothing can go back in. You can Dismiss the spell; the container then reappears.","spells.imprint-message.name":"Imprint Message","spells.imprint-message.description":"You imprint a short message or emotional theme on an object you touch. The next creature to handle it senses the message as a fleeting vision. A new casting replaces any earlier imprint.","spells.invisible-item.name":"Invisible Item","spells.invisible-item.description":"An object you touch is invisible for 1 hour: undetected to all creatures, hidden to one that finds it. Using it in a hostile action ends the spell after that action.\n\n**Heightened (3rd)** It lasts until your next daily preparations.\n\n**Heightened (7th)** It lasts forever.","spells.leaden-steps.name":"Leaden Steps","spells.leaden-steps.description":"The target's feet turn to metal (Fortitude save). Success: encumbered and weakness 2 to electricity until the end of your next turn. Failure: the same while you Sustain the spell (up to 1 minute). Critical failure: as failure, with weakness 3.\n\n**Heightened (+1)** The weakness increases by 1.","spells.lifewood-cage.name":"Lifewood Cage","spells.lifewood-cage.description":"An invisible cage of living wood fills a 20-foot cube for up to 1 minute (sustained). Each creature there attempts a Reflex save: trapped inside on a failure, pushed out on a success. The cage has AC 10, Hardness 20, 40 Hit Points, weakness 5 to void and immunity to critical hits and precision damage; its bars give standard cover and stop incorporeal undead and large weapons, but not spells.","spells.lightning-storm.name":"Lightning Storm","spells.lightning-storm.description":"A storm cloud fills a 20-foot burst for up to 1 minute (sustained) and calls down a lightning bolt: 4d12 electricity damage to creatures in its vertical line, with a basic Reflex save. The first time you Sustain the spell each round you can call another bolt. Outdoors you can make two clouds (still one bolt per turn).\n\n**Heightened (+2)** Each bolt's damage increases by 1d12.","spells.live-wire.name":"Live Wire","spells.live-wire.description":"A humming copper wire lashes a creature within 30 feet (spell attack). Critical success: double 1d4 slashing and 1d4 electricity damage, and 1d4 persistent electricity damage. Success: full damage. Failure: only the electricity damage.\n\n**Heightened (+2)** The slashing, electricity and persistent electricity damage each increase by 1d4.","spells.mud-pit.name":"Mud Pit","spells.mud-pit.description":"Thick mud 1 foot deep covers the ground in a 15-foot burst for 1 minute: difficult terrain.","spells.natures-enmity.name":"Nature's Enmity","spells.natures-enmity.description":"For 10 minutes, nature turns against up to five targets in a 500-foot burst while they stay there: a -10-foot circumstance penalty to Speed near plants; at the start of each turn a DC 8 flat check, on a failure animals attack for 2d10 slashing damage (basic Reflex save) and it's off-guard for 1 round unless it critically succeeds; a DC 5 flat check to cast primal spells; and animal, fungus and plant creatures turn hostile to it.","spells.noxious-vapors.name":"Noxious Vapors","spells.noxious-vapors.description":"Toxic smoke fills a 10-foot emanation around you for 1 round: each other creature in it takes 1d6 poison damage with a basic Fortitude save, sickened 1 on a critical failure. Creatures in the smoke are concealed, and those outside are concealed to those inside.\n\n**Heightened (+1)** The damage increases by 1d6.","spells.object-reading.name":"Object Reading","spells.object-reading.description":"Touching an object, you learn one piece of information, as the GM decides, about an emotional event involving it in the past week. Casting it again tells you more about that event or another one.\n\n**Heightened (2nd)** Within the last month.\n\n**Heightened (4th)** Within the last year.\n\n**Heightened (6th)** Within the last decade.\n\n**Heightened (8th)** Within the last century.\n\n**Heightened (9th)** At any time in the object's history.","spells.phantasmal-treasure.name":"Phantasmal Treasure","spells.phantasmal-treasure.description":"Only the target sees an image of what it treasures most within 60 feet (Will save). Success: fascinated until the end of its turn; it can disbelieve by touching, Seeking or speaking to it. Failure: as success, for 1 minute. Critical failure: as failure, and it spends every action approaching and interacting with the treasure.","spells.primal-herd.name":"Primal Herd","spells.primal-herd.description":"You and up to five willing creatures become Huge mammoths for 1 minute (a battle form): AC 22 + level, 20 temporary Hit Points, Speed 40 feet, low-light vision, Athletics +30, tusk (4d8+19 piercing), trunk (4d6+16 bludgeoning, agile) and foot (4d6+13 bludgeoning, agile) attacks with reach 15 feet, and Trample.","spells.protector-tree.name":"Protector Tree","spells.protector-tree.description":"A Medium tree with AC 10 and 10 Hit Points grows in a square within 30 feet for 1 minute. When an adjacent ally is hit by a Strike, the tree takes the damage first; any left over goes to the ally.\n\n**Heightened (+1)** The tree has 10 more Hit Points.","spells.puff-of-poison.name":"Puff of Poison","spells.puff-of-poison.description":"Toxic breath at a creature within 10 feet: 1d4 poison damage and 1d4 persistent poison damage (Fortitude save). Success: half the initial damage, no persistent damage. Failure: full. Critical failure: double both.\n\n**Heightened (+2)** The initial and persistent damage each increase by 1d4.","spells.reapers-lantern.name":"Reaper's Lantern","spells.reapers-lantern.description":"A ghostly lantern sheds a 5-foot emanation for 1 minute. Creatures in it when you cast it or that enter later attempt a Fortitude save; on a failure, a living creature gains only half the benefit of healing in the area, and an undead one is enfeebled 1 there. A creature keeps its outcome. Once per turn, from the next round, Sustaining widens the emanation by 5 feet.","spells.resplendent-mansion.name":"Resplendent Mansion","spells.resplendent-mansion.description":"Until your next daily preparations, a mansion of up to four stories and 300 feet on a side stands within 500 feet, furnished and staffed as planar palace's, its doors and windows warded by alarms.","spells.rouse-skeletons.name":"Rouse Skeletons","spells.rouse-skeletons.description":"Skeletal forms erupt in a 10-foot burst for up to 1 minute (sustained): difficult terrain, and 2d6 slashing damage to creatures on the ground there with a basic Reflex save. The first time you Sustain it each round, you can move the area up to 20 feet and deal the damage again to creatures in the new area.\n\n**Heightened (+2)** The damage increases by 1d6.","spells.sacred-form.name":"Sacred Form","spells.sacred-form.description":"You take a battle form of your own size wielding a divine armament, for 1 minute: AC 20 + level, 10 temporary Hit Points, Speed 40 feet, resistance 3 to physical damage, darkvision, Athletics +23, and a sacred armament (+21 to hit, 3d6 bludgeoning plus 1d6 spirit damage, +8 damage or +6 ranged), which can take your deity's favored weapon's form. You can still use manipulate actions.\n\n**Heightened (8th)** AC 21 + level, 15 temporary Hit Points, and better attack and damage.","spells.scatter-scree.name":"Scatter Scree","spells.scatter-scree.description":"Rocks tumble into two contiguous 5-foot cubes: 2d4 bludgeoning damage with a basic Reflex save, and the ground there is difficult terrain for 1 minute (an Interact clears a square). Casting it again ends the earlier scree.\n\n**Heightened (+1)** The damage increases by 1d4.","spells.schadenfreude.name":"Schadenfreude","spells.schadenfreude.description":"Trigger: you critically fail a save against a foe's effect. The foe attempts a Will save. Success: -1 status penalty to Perception and Will saves for 1 round. Failure: stupefied 1 for 1 round. Critical failure: stupefied 2 for 1 round and stunned 1.","spells.scintillating-safeguard.name":"Scintillating Safeguard","spells.scintillating-safeguard.description":"Trigger: an effect would deal physical or energy damage to you or a creature within 30 feet. Up to five willing creatures it would harm gain resistance 10 to one damage type of your choice that it deals, against its initial damage only.\n\n**Heightened (+1)** The resistance increases by 1.","spells.seal-fate.name":"Seal Fate","spells.seal-fate.description":"Choose acid, bludgeoning, cold, electricity, fire, piercing, slashing, sonic or void. The target attempts a Fortitude save. Success: weakness 2 to that type until the end of your next turn. Failure: as success for 1 minute, and if that damage reduces it to 0 Hit Points and it's 7th level or lower, it dies. Critical failure: as failure, forever.\n\n**Heightened (+2)** The weakness increases by 1 and the level of creature that dies by 4.","spells.shared-invisibility.name":"Shared Invisibility","spells.shared-invisibility.description":"For 10 minutes, you and up to five willing creatures are invisible to all but each other while within a 30-foot emanation. One that leaves becomes visible; a hostile action ends the spell after it.\n\n**Heightened (5th)** Up to ten creatures, for 1 hour.","spells.shrink-item.name":"Shrink Item","spells.shrink-item.description":"A non-magical object up to 20 cubic feet and 80 Bulk shrinks to the size of a coin with negligible Bulk until your next daily preparations. Tossing it on a solid surface or Dismissing the spell restores it.","spells.spell-riposte.name":"Spell Riposte","spells.spell-riposte.description":"Trigger: you're the target of a spell you're aware of. You attempt to counteract it; if you would succeed, it targets its caster instead of you. Spells without targets aren't affected.","spells.spirit-sense.name":"Spirit Sense","spells.spirit-sense.description":"For 10 minutes you sense spirits within 30 feet: you get a check to find haunts and spirits even when not Searching, a +1 status bonus to Seek, Recall Knowledge and skill checks about haunts and spirits and to disable haunts, and a +1 status bonus to AC and saves against them.\n\n**Heightened (6th)** It lasts until your next daily preparations.","spells.spirit-song.name":"Spirit Song","spells.spirit-song.description":"Ethereal waves in a 60-foot cone deal 14d6 spirit damage (Fortitude save), reaching incorporeal creatures inside solid objects. Success: half damage and no reactions until its turn. Failure: full damage, no reactions, stunned 1. Critical failure: double damage, no reactions, stunned 2.\n\n**Heightened (+1)** The damage increases by 2d6.","spells.spiritual-epidemic.name":"Spiritual Epidemic","spells.spiritual-epidemic.description":"The target attempts a Will save. Success: enfeebled 2 and stupefied 2 for 1 round. Failure: enfeebled 2 and stupefied 2 for 1 minute, and enfeebled 1 and stupefied 1 permanently. Critical failure: enfeebled 3 and stupefied 3 for 1 minute, and enfeebled 2 and stupefied 2 permanently. A creature that casts a divine or occult spell on it is targeted by the curse too.","spells.spout.name":"Spout","spells.spout.description":"Water blasts up in a 5-foot cube (or a 5-foot burst centered in a body of water): 2d4 bludgeoning damage with a basic Reflex save; a creature that critically fails is off-guard until the end of your next turn.\n\n**Heightened (+1)** The damage increases by 1d4.","spells.strange-geometry.name":"Strange Geometry","spells.strange-geometry.description":"Four 10-foot cubes seem to warp for 1 minute. A creature in them or entering one attempts a Will save; on a failure, all terrain in the cubes (even air and walls) is difficult for it, and leaving a cube teleports it out of a random one, as the GM decides.","spells.sudden-blight.name":"Sudden Blight","spells.sudden-blight.description":"Decay spreads in a 20-foot burst: 2d10 void damage to each living creature with a basic Fortitude save (a diseased creature takes a -2 circumstance penalty). You can also wither Small and Tiny plants there.\n\n**Heightened (+1)** The damage increases by 1d10.","spells.summon-lesser-servitor.name":"Summon Lesser Servitor","spells.summon-lesser-servitor.description":"You summon a common celestial, fiend or monitor of level -1, or an otherworldly animal of level -1 with the celestial and holy, fiend and unholy, or monitor traits, for up to 1 minute (sustained). Summoning a holy or unholy servitor your deity's sanctification doesn't allow is anathema.\n\n**Heightened (2nd)** Level 1 or lower.\n\n**Heightened (3rd)** Level 2 or lower.\n\n**Heightened (4th)** Level 3 or lower.","spells.synesthesia.name":"Synesthesia","spells.synesthesia.description":"The target's senses swap (Will save). While affected it must succeed at a DC 5 flat check for each concentrate action, everything is concealed from it, and it's clumsy 3 with a -10-foot status penalty to its Speeds. Success: for 1 round. Failure: for 1 minute. Critical failure: as failure, and stunned 2.\n\n**Heightened (9th)** Up to five targets.","spells.telepathic-demand.name":"Telepathic Demand","spells.telepathic-demand.description":"You send a message of 25 words or fewer to a creature you've been in telepathic contact with before, anywhere on the planet; it can reply in kind. The message works as a suggestion spell. On a success the target is immune for 1 day, on a critical success for 1 month.","spells.thoughtful-gift.name":"Thoughtful Gift","spells.thoughtful-gift.description":"You teleport a light or negligible object from your hand into a willing creature's hand within 120 feet (or onto the ground at its feet). With 3 actions, the range is 1 mile and you need no line of sight, but you must know the target very well.","spells.threefold-aspect.name":"Threefold Aspect","spells.threefold-aspect.description":"Until your next daily preparations you can appear as a young adult, an adult or an elder (Sustaining switches), always recognizably yourself. You gain a +4 status bonus to Deception checks to pass as that age, adding your level even if untrained. You can Dismiss the spell.","spells.vampiric-maiden.name":"Vampiric Maiden","spells.vampiric-maiden.description":"A ghostly iron maiden deals 4d4 piercing and 4d4 void damage (Fortitude save), and you gain temporary Hit Points equal to the void damage taken, for 1 minute. Success: half damage. Failure: full damage and immobilized for 1 round or until it Interacts to get free. Critical failure: double damage and immobilized for 1 round or until it Escapes.\n\n**Heightened (+1)** The piercing and void damage each increase by 1d4.","spells.visions-of-danger.name":"Visions of Danger","spells.visions-of-danger.description":"Illusory swarming monsters fill a 30-foot burst for 1 minute: 8d8 mental damage with a basic Will save to each creature there when it appears, entering it or starting its turn there. A critical success, Interacting with or Seeking a monster lets a creature disbelieve and take no more damage.\n\n**Heightened (+1)** The damage increases by 1d8.","spells.vomit-swarm.name":"Vomit Swarm","spells.vomit-swarm.description":"Magical vermin swarm a 30-foot cone: 2d8 piercing damage with a basic Reflex save, and sickened 1 on a failure.\n\n**Heightened (+1)** The damage increases by 1d8.","spells.wall-of-flesh.name":"Wall of Flesh","spells.wall-of-flesh.description":"A 20-foot-tall, 3-foot-thick wall of living flesh up to 30 feet long stands for 1 minute. Pick a feature: mouths (they Strike creatures ending a turn within 5 feet, with your spell attack, for 2d6 piercing damage), eyes (you see through them, +2 circumstance to visual Perception) or arms (a creature ending a turn within 5 feet attempts a Reflex save: grabbed on a failure, restrained on a critical failure).\n\n**Heightened (+2)** Each section's Hit Points increase by 10, and the mouths' damage increases.","spells.wanderers-guide.name":"Wanderer's Guide","spells.wanderers-guide.description":"Until your next daily preparations, choose a destination: you and allies traveling overland with you halve the movement penalty from difficult terrain while you keep to the route. It doesn't affect encounters.","spells.weapon-of-judgment.name":"Weapon of Judgment","spells.weapon-of-judgment.description":"A spiritual weapon in your deity's favored weapon's shape hovers over the target for 1 minute. Name war (one creature: the weapon Strikes the target at the end of each of its turns it didn't attack that creature) or peace (up to five allies: it Strikes each time the target uses a hostile action against you or them). Its Strikes use your spell attack and deal 4d10 damage of the weapon's type, or spirit if worse for the target.","spells.web.name":"Web","spells.web.description":"A sticky web fills a 10-foot burst for 1 minute: difficult terrain. A creature starting a move action in it or entering it attempts an Athletics check or Reflex save. Critical success: unaffected this turn. Success: unaffected this action. Failure: -10-foot circumstance penalty to its Speeds until its next turn. Critical failure: immobilized until its next turn. Slashing or fire damage clears a square.","spells.whispers-of-the-void.name":"Whispers of the Void","spells.whispers-of-the-void.description":"Baleful whispers in a 10-foot burst (Fortitude save). Success: 2d8 persistent void damage. Failure: 4d8 persistent void damage and drained 1. Critical failure: 4d8 persistent void damage, drained 2 and doomed 1.\n\n**Heightened (+2)** The persistent damage increases by 1d8 on a success, 2d8 on a failure or critical failure.","spells.caustic-blast.name":"Caustic Blast","spells.caustic-blast.description":"You hurl a glob of acid that bursts on impact. Each creature in the area takes 1d8 acid damage with a basic Reflex save; on a critical failure it also takes 1 persistent acid damage.\n\n**Heightened (+2)** The initial damage increases by 1d8 and the persistent damage by 1.","spells.clinging-ice.name":"Clinging Ice","spells.clinging-ice.description":"Sleet and snow cling to the target's legs, dealing 1d4 cold damage and more by its Reflex save.\n\n**Critical Success** The target is unaffected.\n\n**Success** The target takes half damage.\n\n**Failure** The target takes full damage and a –5-foot circumstance penalty to its Speeds while the spell lasts.\n\n**Critical Failure** The target takes double damage and a –10-foot circumstance penalty to its Speeds while the spell lasts.\n\n**Heightened (+1)** The damage increases by 1d4.","spells.courageous-anthem.name":"Courageous Anthem","spells.courageous-anthem.description":"Your words or music encourage your allies. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls and saves against fear effects.","spells.daze.name":"Daze","spells.daze.description":"A mental jolt deals 1d6 mental damage with a basic Will save. On a critical failure, the target is also stunned 1.\n\n**Heightened (+2)** The damage increases by 1d6.","spells.detect-magic.name":"Detect Magic","spells.detect-magic.description":"A pulse tells you whether magic is present in the area, and nothing more. You can ignore magic you're fully aware of, such as your allies' magic items and spells. Illusion magic is detected only if its rank is lower than this spell's (though items with an illusion aura that aren't deceptive in appearance are usually detected normally).\n\n**Heightened (3rd)** You also learn the rank or level of the most powerful magic the spell detects, as the GM decides.\n\n**Heightened (4th)** As 3rd rank, and you also narrow the source of the highest-rank magic down to a 5-foot cube (or the nearest larger area), as an imprecise sense would.","spells.discern-secrets.name":"Discern Secrets","spells.discern-secrets.description":"Your patron whispers secrets to the target. It can Recall Knowledge, Seek or Sense Motive as a free action, with a +1 status bonus to the skill or Perception used, on that roll and for as long as you Sustain the spell. It is then temporarily immune to this spell for 1 minute.\n\n**Heightened (5th)** You can target two creatures.","spells.divine-lance.name":"Divine Lance","spells.divine-lance.description":"A beam of divine energy flies at the target. Make a ranged spell attack against its AC: a hit deals 2d4 spirit damage, a critical hit double damage.\n\n**Heightened (+1)** The damage increases by 1d4.","spells.electric-arc.name":"Electric Arc","spells.electric-arc.description":"Lightning leaps between one or two targets. Each takes 2d4 electricity damage with a basic Reflex save.\n\n**Heightened (+1)** The damage increases by 1d4.","spells.evil-eye.name":"Evil Eye","spells.evil-eye.description":"Your patron's envious gaze falls on the target. On a failed Will save it is sickened 1 (sickened 2 on a critical failure), and it can't lower the value below 1 while the spell lasts and you can see it.","spells.figment.name":"Figment","spells.figment.description":"You create a simple illusory sound (no words or elaborate music; the spell gains the auditory trait) or a crude, undetailed image no larger than a 5-foot cube (the visual trait). When you Cast or Sustain the spell, you can Create a Diversion with it, with a +2 circumstance bonus to your Deception check; a creature the attempt fails against disbelieves it.","spells.forbidding-ward.name":"Forbidding Ward","spells.forbidding-ward.description":"You ward an ally against one enemy (the target). The ally gains a +1 status bonus to AC and saving throws against that enemy's attacks, spells and other effects.\n\n**Heightened (6th)** The bonus increases to +2.","spells.frostbite.name":"Frostbite","spells.frostbite.description":"Biting cold closes around the target, dealing 2d4 cold damage with a basic Fortitude save. On a critical failure, it also gains weakness 1 to bludgeoning until the start of your next turn.\n\n**Heightened (+1)** The damage increases by 1d4 and the weakness by 1.","spells.gouging-claw.name":"Gouging Claw","spells.gouging-claw.description":"Your limb becomes a claw for an instant. Make a melee spell attack against the target's AC. A hit deals your choice of 2d6 slashing or 2d6 piercing damage plus 2 persistent bleed damage; a critical hit doubles both.\n\n**Heightened (+1)** The damage increases by 1d6 and the persistent bleed damage by 1.","spells.guidance.name":"Guidance","spells.guidance.description":"The target gains a +1 status bonus to one attack roll, Perception check, saving throw or skill check it attempts before the spell ends, chosen before rolling; using it ends the spell. Either way, it is then temporarily immune for 1 hour.","spells.ignition.name":"Ignition","spells.ignition.description":"You snap your fingers and the target begins to smolder. Make a spell attack against its AC: a hit deals 2d4 fire damage. If the target is within your reach, you can make it a melee spell attack instead, and all the spell's damage dice become d6s.\n\n**Critical Success** The target takes double damage and 1d4 persistent fire damage.\n\n**Success** The target takes full damage.\n\n**Heightened (+1)** The initial damage increases by 1d4 and the persistent fire damage on a critical hit by 1d4.","spells.know-the-way.name":"Know the Way","spells.know-the-way.description":"You know which way is north (if north exists where you are), and the direction of a place you were at within the last 24 hours.\n\n**Heightened (3rd)** A place you were at within the last week.\n\n**Heightened (7th)** Any place you have been.","spells.light.name":"Light","spells.light.description":"An orb of light in a color you choose sheds bright light in a 20-foot radius and dim light for 20 feet more. You can attach it to a willing creature, and Sustain the spell to move it up to 60 feet. You can Dismiss it; casting a fifth light ends one of the other four.\n\n**Heightened (4th)** The orb sheds bright light in a 60-foot radius and dim light for 60 feet more.","spells.message.name":"Message","spells.message.description":"You mouth words that the target hears as though you stood beside it. It can answer briefly as a reaction, or as a free action on its next turn, if it can see you and you are within range.\n\n**Heightened (3rd)** The range increases to 500 feet.","spells.nudge-fate.name":"Nudge Fate","spells.nudge-fate.description":"When the target fails an attack roll, skill check or saving throw and a +1 status bonus would improve the result (a critical failure to a failure, or a failure to a success), you grant it that bonus after the fact and the spell ends. Casting it again ends the previous one.","spells.prestidigitation.name":"Prestidigitation","spells.prestidigitation.description":"You perform small magical tricks for as long as you Sustain the spell, choosing one each time:\n\n- **Cook:** cool, warm or flavor 1 pound of nonliving material.\n- **Lift:** slowly lift an unattended object of light Bulk or less 1 foot.\n- **Make:** create a crude, fragile temporary object of negligible Bulk, useless as a tool, weapon or spell component.\n- **Tidy:** color, clean or soil an object of light Bulk or less (1 Bulk takes 10 rounds; larger objects 1 minute per Bulk).\n\nIt can't deal damage or cause conditions, and its changes last only while you Sustain it.","spells.read-aura.name":"Read Aura","spells.read-aura.description":"You learn whether the target object is magical, and you or anyone you tell gains a +2 circumstance bonus to Identify Magic on it. An illusory object is detected only if its rank is lower than this spell's.\n\n**Heightened (3rd)** You can target up to 10 objects.\n\n**Heightened (6th)** You can target any number of objects.","spells.shield.name":"Shield","spells.shield.description":"A shield of force gives you a +1 circumstance bonus to AC until the start of your next turn, as Raise a Shield, without using a hand. While it lasts you can Shield Block with it, against any spell or magical effect too; it has Hardness 5. After you block with it, the spell ends and you can't cast it again for 10 minutes.\n\n**Heightened (+2)** The Hardness increases by 5.","spells.shroud-of-night.name":"Shroud of Night","spells.shroud-of-night.description":"Darkness covers the target's eyes. A willing ally can choose its result without rolling.\n\n**Success** The target is unaffected.\n\n**Failure** The target treats bright light as dim light, and all creatures are concealed to it unless it has greater darkvision.","spells.sigil.name":"Sigil","spells.sigil.description":"You place your harmless personal mark, about a square inch, on a creature or object, visible or invisible (an Interact to switch). It can be scrubbed off with 5 minutes of work; on a creature it fades after a week.\n\n**Heightened (3rd)** It fades after a month.\n\n**Heightened (5th)** It fades after a year.\n\n**Heightened (7th)** It never fades.","spells.song-of-strength.name":"Song of Strength","spells.song-of-strength.description":"You and your allies gain a +1 status bonus to Athletics checks and to your DCs against Athletics actions such as Disarm, Reposition, Shove and Trip.","spells.stabilize.name":"Stabilize","spells.stabilize.description":"The target loses the dying condition, though it stays unconscious at 0 Hit Points.","spells.stoke-the-heart.name":"Stoke the Heart","spells.stoke-the-heart.description":"The target gains a +2 status bonus to damage rolls.\n\n**Heightened (+2)** The bonus increases by 1.","spells.summon-instrument.name":"Summon Instrument","spells.summon-instrument.description":"A handheld musical instrument of your choice appears in your hand, playable only by you. It vanishes when the spell ends or when you cast it again.\n\n**Heightened (5th)** The instrument is a virtuoso instrument.","spells.tangle-vine.name":"Tangle Vine","spells.tangle-vine.description":"A vine lashes out at the target. Make a spell attack against it.\n\n**Critical Success** The target is immobilized and takes a –10-foot circumstance penalty to its Speeds for 1 round. It can Escape against your spell DC to end both.\n\n**Success** The target takes a –10-foot circumstance penalty to its Speeds for 1 round. It can Escape against your spell DC to end it.\n\n**Failure** The target is unaffected.\n\n**Heightened (2nd)** The effects last 2 rounds.\n\n**Heightened (4th)** The effects last 1 minute.","spells.telekinetic-hand.name":"Telekinetic Hand","spells.telekinetic-hand.description":"An invisible or ghostly hand lifts the target object and moves it slowly up to 20 feet; Sustaining the spell moves it 20 feet more. It falls when the spell ends.\n\n**Heightened (3rd)** You can target an unattended object of 1 Bulk or less.\n\n**Heightened (5th)** The range is 60 feet, and you can target an unattended object of 1 Bulk or less.\n\n**Heightened (7th)** The range is 60 feet, and you can target an unattended object of 2 Bulk or less.","spells.telekinetic-projectile.name":"Telekinetic Projectile","spells.telekinetic-projectile.description":"You hurl a loose unattended object of 1 Bulk or less at the target. Make a spell attack against its AC: a hit deals 2d6 bludgeoning, piercing or slashing damage, as fits the object, and a critical hit double damage. The object's own traits and magic don't apply.\n\n**Heightened (+1)** The damage increases by 1d6.","spells.uplifting-overture.name":"Uplifting Overture","spells.uplifting-overture.description":"Your performance counts as preparing to Aid an ally with a skill check of your choice. When you later Aid, you can roll Performance instead, and a failure becomes a success (a critical success if you're legendary in Performance). The GM may rule that your encouragement would spoil the check.","spells.vitality-lash.name":"Vitality Lash","spells.vitality-lash.description":"Vital energy strikes at the target's corrupted essence: 2d6 vitality damage with a basic Fortitude save. On a critical failure, it is also enfeebled 1 until the start of your next turn.\n\n**Heightened (+1)** The damage increases by 1d6.","spells.void-warp.name":"Void Warp","spells.void-warp.description":"Void energy saps the target's life force: 2d4 void damage with a basic Fortitude save. On a critical failure, it is also enfeebled 1 until the start of your next turn.\n\n**Heightened (+1)** The damage increases by 1d4.","spells.wilding-word.name":"Wilding Word","spells.wilding-word.description":"A growl in your patron's voice makes the target reluctant to harm you. It attempts a Will save, with a –1 circumstance penalty if it is an animal, fungus or plant.\n\n**Critical Success** The target is unaffected.\n\n**Success** The target takes a –2 status penalty to attack rolls and skill checks that would harm you.\n\n**Failure** As success, and it becomes sickened 1 each time it damages you.\n\n**Critical Failure** As failure, but sickened 2.","spells.rallying-anthem.name":"Rallying Anthem","spells.rallying-anthem.description":"Your song helps your allies protect themselves. You and all allies in the area gain a +1 status bonus to AC and saving throws, and resistance to physical damage equal to half the spell's rank.","spells.triple-time.name":"Triple Time","spells.triple-time.description":"Your music sets a fast pace: you and all allies in the area gain a +10-foot status bonus to all Speeds for 1 round.","spells.dirge-of-doom.name":"Dirge of Doom","spells.dirge-of-doom.description":"Enemies in the area are frightened 1, and can't lower their frightened value below 1 while they stay in it.","spells.song-of-marching.name":"Song of Marching","spells.song-of-marching.description":"You and your allies in the area can Hustle for the duration as well as your other exploration activities (yours is Sustaining this spell), and are then temporarily immune for 1 day. If an encounter begins while you perform, you can roll Performance for initiative, and you and your affected allies gain a +1 status bonus to that initiative roll.\n\n**Heightened (6th)** You can Sustain it for up to 2 hours.\n\n**Heightened (9th)** You can Sustain it for up to 4 hours.","spells.house-of-imaginary-walls.name":"House of Imaginary Walls","spells.house-of-imaginary-walls.description":"You mime an invisible 10-by-10-foot wall adjacent to you and within reach. It is solid to creatures that don't disbelieve it, even incorporeal ones; you and your allies can choose to believe in it, to climb onto it for instance. A creature that disbelieves it is temporarily immune for 1 minute. It doesn't block creatures that didn't see your performance, nor objects. The wall has AC 10, Hardness equal to double the spell's rank and Hit Points equal to four times the spell's rank.","spells.allegro.name":"Allegro","spells.allegro.description":"Your rapid performance speeds an ally: it becomes quickened, and can use the extra action to Strike, Stride or Step.","spells.air-bubble.name":"Air Bubble","spells.air-bubble.description":"A bubble of air forms around the target's head, letting it breathe normally. It ends as soon as the target is back where it can breathe.","spells.air-bubble.texts.trigger":"a creature within range enters an environment where it can't breathe","spells.alarm.name":"Alarm","spells.alarm.description":"You ward an area and choose a password. When a Small or larger corporeal creature enters without speaking it, you receive a mental alert (the spell gains the mental trait) or a hand bell rings (the auditory trait). Either wakes you; the bell lets each creature in the area attempt a DC 15 Perception check to wake. A creature that knows of the alarm must succeed at a Stealth check against your spell DC to enter without setting it off.\n\n**Heightened (3rd)** You can specify which kinds of creatures set it off.","spells.ant-haul.name":"Ant Haul","spells.ant-haul.description":"The target can carry 3 more Bulk before becoming encumbered, and up to 6 more Bulk in all.","spells.bane.name":"Bane","spells.bane.description":"Doubt fills your enemies' minds. Each enemy in the area must succeed at a Will save or take a –1 status penalty to attack rolls while it stays in the area. Once per round on later turns, you can Sustain the spell to widen the emanation by 10 feet, and enemies in it not yet affected must save. Bane can counteract bless.","spells.bless.name":"Bless","spells.bless.description":"You and your allies gain a +1 status bonus to attack rolls while within the emanation. Once per round on later turns, you can Sustain the spell to widen it by 10 feet. Bless can counteract bane.","spells.breathe-fire.name":"Breathe Fire","spells.breathe-fire.description":"Flame gushes from your mouth: 2d6 fire damage to each creature in the area, with a basic Reflex save.\n\n**Heightened (+1)** The damage increases by 2d6.","spells.charm.name":"Charm","spells.charm.description":"The target sees you through a dreamy haze. It attempts a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or acted against it. You can Dismiss the spell; using a hostile action against the target ends it. Afterward the target doesn't necessarily know it was charmed.\n\n**Critical Success** The target is unaffected and knows you tried to charm it.\n\n**Success** The target is unaffected and thinks the spell was something harmless, unless it identifies it.\n\n**Failure** The target's attitude toward you becomes friendly (helpful if it was friendly), and it can't use hostile actions against you.\n\n**Critical Failure** The target's attitude toward you becomes helpful, and it can't use hostile actions against you.\n\n**Heightened (4th)** The spell lasts until your next daily preparations.\n\n**Heightened (8th)** It lasts until your next daily preparations, and you can target up to 10 creatures.","spells.cleanse-cuisine.name":"Cleanse Cuisine","spells.cleanse-cuisine.description":"The food and drink in the area become delicious (water into wine or another fine drink, plain fare into a gourmet treat), and you can remove all toxins and contamination from it. It doesn't prevent later spoilage, nor make the food more nourishing.\n\n**Heightened (+2)** Add another contiguous cubic foot to the area.","spells.command.name":"Command","spells.command.description":"You shout a command: approach you, run away (as if fleeing), release what it holds, drop prone, or stand in place. Until it obeys, the target can't Delay or use reactions.\n\n**Success** The target is unaffected.\n\n**Failure** The target spends the first action of its next turn obeying.\n\n**Critical Failure** The target spends all its actions on its next turn obeying.\n\n**Heightened (5th)** You can target up to 10 creatures.","spells.create-water.name":"Create Water","spells.create-water.description":"Water flows from your cupped hands: 2 gallons, which evaporate after a day if no one drinks them.","spells.detect-poison.name":"Detect Poison","spells.detect-poison.description":"You learn whether the target creature is venomous or poisonous, or whether the target object is poison or has been poisoned, but not the kind or how many. Some substances, such as lead and alcohol, are poisons and mask others.\n\n**Heightened (2nd)** You learn the number and types of poison.","spells.disguise-magic.name":"Disguise Magic","spells.disguise-magic.description":"You change how an item's or spell's aura appears to detection: hide it, make an item read as a common item of lower level, or a spell as a common spell of the same or lower rank. You can Dismiss it. A caster using a detection spell of higher rank can try to disbelieve it with the skill of the spell's tradition (Arcana, Religion, Occultism or Nature), and gets the same result on later tries.\n\n**Heightened (2nd)** You can cast it on a creature, disguising all items and spell effects on it.","spells.dizzying-colors.name":"Dizzying Colors","spells.dizzying-colors.description":"A swirl of colors overwhelms creatures by their Will saves.\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature is dazzled for 1 round.\n\n**Failure** The creature is stunned 1, blinded for 1 round and dazzled for 1 minute.\n\n**Critical Failure** The creature is stunned for 1 round and blinded for 1 minute.","spells.enfeeble.name":"Enfeeble","spells.enfeeble.description":"You sap the target's strength by its Fortitude save.\n\n**Critical Success** The target is unaffected.\n\n**Success** The target is enfeebled 1 until the start of your next turn.\n\n**Failure** The target is enfeebled 2 for 1 minute.\n\n**Critical Failure** The target is enfeebled 3 for 1 minute.","spells.fear.name":"Fear","spells.fear.description":"You plant fear in the target, which attempts a Will save.\n\n**Critical Success** The target is unaffected.\n\n**Success** The target is frightened 1.\n\n**Failure** The target is frightened 2.\n\n**Critical Failure** The target is frightened 3 and fleeing for 1 round.\n\n**Heightened (3rd)** You can target up to five creatures.","spells.fleet-step.name":"Fleet Step","spells.fleet-step.description":"You gain a +30-foot status bonus to your Speed.","spells.force-barrage.name":"Force Barrage","spells.force-barrage.description":"You fire a shard of solid magic at a creature you can see; it hits automatically for 1d4+1 force damage. Each additional action you spend fires one more shard, up to three for 3 actions, each aimed separately. Shards at the same target combine their damage before bonuses, penalties, resistances and weaknesses.\n\n**Heightened (+2)** Each action fires one more shard.","spells.gentle-landing.name":"Gentle Landing","spells.gentle-landing.description":"An updraft slows the target's fall to 60 feet per round; that part of the fall doesn't count for falling damage, and it takes none if it lands while the spell lasts. The spell ends when it lands.","spells.gentle-landing.texts.trigger":"a creature within range is falling","spells.goblin-pox.name":"Goblin Pox","spells.goblin-pox.description":"Your touch gives the target an itchy allergenic rash; it attempts a Fortitude save.\n\n**Critical Success** The target is unaffected.\n\n**Success** The target is sickened 1.\n\n**Failure** The target is afflicted with goblin pox at stage 1.\n\n**Critical Failure** The target is afflicted with goblin pox at stage 2.\n\n**Goblin pox** (disease) Level 1. Creatures with the goblin trait are immune. **Stage 1** sickened 1 (1 round); **Stage 2** sickened 1 and slowed 1 (1 round); **Stage 3** sickened 1, and the creature can't lower its sickened value below 1 (1 day).","spells.grease.name":"Grease","spells.grease.description":"You cover an area or an object with grease.\n\n- **Area:** each creature standing on the 4 squares must succeed at a Reflex save or an Acrobatics check against your spell DC or fall prone, and one using an action to move onto it must save or Balance (not when it Steps or Crawls).\n- **Object:** anyone picking up the unattended object must succeed at an Acrobatics check or Reflex save against your spell DC. A creature holding it must attempt one: on a failure it takes a –2 circumstance penalty to checks using the object, on a critical failure it drops it. A greased worn object gives its wearer a +2 circumstance bonus to Fortitude saves against being grappled.","spells.grim-tendrils.name":"Grim Tendrils","spells.grim-tendrils.description":"Tendrils of darkness race from your fingers, dealing 2d4 void damage and 1 persistent bleed damage to living creatures in the line, by their Fortitude saves.\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature takes half the void damage and no bleed.\n\n**Failure** The creature takes full damage.\n\n**Critical Failure** The creature takes double void damage and double persistent bleed damage.\n\n**Heightened (+1)** The void damage increases by 2d4 and the persistent bleed damage by 1.","spells.gust-of-wind.name":"Gust of Wind","spells.gust-of-wind.description":"A violent wind blows along the line until the start of your next turn, putting out small fires, dispersing fog and blowing light objects away. Large or smaller creatures in it, or moving into it, attempt Fortitude saves.\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature can't move against the wind.\n\n**Failure** The creature is knocked prone; a flying creature suffers the critical failure instead.\n\n**Critical Failure** The creature is pushed 30 feet with the wind, knocked prone and takes 2d6 bludgeoning damage.","spells.harm.name":"Harm","spells.harm.description":"You channel void energy, dealing 1d8 void damage to a living target (a basic Fortitude save) or restoring that many Hit Points to a willing undead one. The actions you spend decide the rest:\n\n- **1 action** (manipulate): range touch, one target.\n- **2 actions** (concentrate, manipulate): range 30 feet, one target; healing an undead creature restores 8 more Hit Points.\n- **3 actions** (concentrate, manipulate): every living and undead creature in a 30-foot emanation.\n\n**Heightened (+1)** The damage or healing increases by 1d8, and the 2-action version's extra healing by 8.","spells.heal.name":"Heal","spells.heal.description":"You channel vital energy, restoring 1d8 Hit Points to a willing living target, or dealing that much vitality damage to an undead one (a basic Fortitude save). The actions you spend decide the rest:\n\n- **1 action** (manipulate): range touch, one target.\n- **2 actions** (concentrate, manipulate): range 30 feet, one target; healing a living creature restores 8 more Hit Points.\n- **3 actions** (concentrate, manipulate): every living and undead creature in a 30-foot emanation.\n\n**Heightened (+1)** The healing or damage increases by 1d8, and the 2-action version's extra healing by 8.","spells.hydraulic-push.name":"Hydraulic Push","spells.hydraulic-push.description":"A blast of pressurized water slams into the target. Make a ranged spell attack.\n\n**Critical Success** The target takes 6d6 bludgeoning damage and is knocked back 10 feet.\n\n**Success** The target takes 3d6 bludgeoning damage and is knocked back 5 feet.\n\n**Heightened (+1)** The damage increases by 2d6.","spells.ill-omen.name":"Ill Omen","spells.ill-omen.description":"Misfortune throws the target off balance; it attempts a Will save.\n\n**Success** The target is unaffected.\n\n**Failure** The first time in the duration that the target attempts an attack roll or skill check, it rolls twice and takes the worse result.\n\n**Critical Failure** Every attack roll and skill check it attempts in the duration, it rolls twice and takes the worse result.","spells.illusory-disguise.name":"Illusory Disguise","spells.illusory-disguise.description":"The target looks and sounds like another creature of the same body shape and roughly the same height and weight; its worn items can change appearance too, but not what it holds. It counts as setting up a disguise to Impersonate: the target ignores penalties for a dissimilar creature, gains a +4 status bonus to Deception checks to keep up the disguise, and adds its level to them even if untrained. It can't impersonate a specific individual. You can Dismiss it.\n\n**Heightened (3rd)** The target can appear as any creature of its size, even a specific individual you have seen (and heard, for the voice).\n\n**Heightened (4th)** You can target up to 10 willing creatures, each with its own disguise, none of a specific individual, and Dismiss them one by one or together.\n\n**Heightened (7th)** As 4th, and the disguises can be of specific individuals.","spells.illusory-object.name":"Illusory Object","spells.illusory-object.description":"You create a silent, scentless image of a stationary object that fits in the area; it can move naturally (water pouring down a waterfall). A creature that touches it or Seeks to examine it can attempt to disbelieve it.\n\n**Heightened (2nd)** The image makes sounds and smells and feels right to the touch (the auditory and olfactory traits), and lasts 1 hour.\n\n**Heightened (5th)** As 2nd, and it lasts indefinitely.","spells.infuse-vitality.name":"Infuse Vitality","spells.infuse-vitality.description":"You empower attacks with vital energy: one target per action you spend. Each target's unarmed and weapon Strikes deal 1d4 extra vitality damage (which usually harms only undead). If you have the holy trait, you can add it to the spell and the affected Strikes.\n\n**Heightened (3rd)** The damage is 2d4.\n\n**Heightened (5th)** The damage is 3d4.","spells.item-facade.name":"Item Facade","spells.item-facade.description":"The target object looks and feels much better or much worse than it is: decrepit and broken, or brand new; a broken item looks whole. Destroyed items can't be affected. A creature that Interacts with it can attempt to disbelieve it.\n\n**Heightened (2nd)** It lasts 24 hours.\n\n**Heightened (3rd)** It lasts indefinitely.","spells.jump.name":"Jump","spells.jump.description":"You jump 30 feet in any direction without touching the ground. Land on solid ground within 30 feet, or you fall after your next action.\n\n**Heightened (3rd)** The range is touch and the target one creature, for 1 minute: it jumps this way whenever it Leaps.","spells.lock.name":"Lock","spells.lock.description":"The target's latch magically locks. The Athletics and Thievery DC to open it is your spell DC or its own DC with a +4 status bonus, whichever is higher. Its key or combination no longer opens it, but gives a +4 circumstance bonus to checks to open it. Opening it ends the spell; you can unlock and open it with an Interact while touching it without ending the spell, and Dismiss the spell from any distance.\n\n**Heightened (2nd)** It lasts indefinitely, at an additional cost of 6 gp of precious metals.","spells.mending.name":"Mending","spells.mending.description":"You repair the target item: it regains 5 Hit Points per spell rank, which can remove the broken condition if it rises past its Broken Threshold. Lost pieces and destroyed objects can't be restored.\n\n**Heightened (2nd)** You can target a non-magical object of 1 Bulk or less.\n\n**Heightened (3rd)** You can target a non-magical object of 2 Bulk or less, or a magical object of 1 Bulk or less.","spells.mindlink.name":"Mindlink","spells.mindlink.description":"You link minds with the target and instantly share as much information as you could tell it in 10 minutes.","spells.mystic-armor.name":"Mystic Armor","spells.mystic-armor.description":"Shimmering energy wards you: a +1 item bonus to AC and a maximum Dexterity modifier of +5. While it lasts, you use your unarmored proficiency for AC.\n\n**Heightened (4th)** You also gain a +1 item bonus to saving throws.\n\n**Heightened (6th)** The bonus to AC is +2, and you gain a +1 item bonus to saves.\n\n**Heightened (8th)** The bonus to AC is +2, and to saves +2.\n\n**Heightened (10th)** The bonus to AC is +3, and to saves +3.","spells.pest-form.name":"Pest Form","spells.pest-form.description":"You become a Tiny animal of your choice (a cat, insect, lizard or rat), in a battle form: you gain the animal trait and can't Strike, and you can Dismiss the spell. You have AC 15 + your level, ignoring your armor's check penalty and Speed reduction; a Speed of 20 feet; weakness 5 to physical damage; low-light vision and imprecise scent 30 feet; and Acrobatics and Stealth modifiers of +10 (unless yours are higher) and Athletics –4.\n\n**Heightened (4th)** You can become a flying creature, such as a bird, with a fly Speed of 20 feet.","spells.pet-cache.name":"Pet Cache","spells.pet-cache.description":"You draw the target, a companion, into a pocket dimension just big enough for its comfort, with air, food and water for the duration; it brings only items made to be worn by its kind. You can Dismiss the spell; it also ends if you die or enter an extradimensional space. The target then reappears in the nearest open space.","spells.phantasmal-minion.name":"Phantasmal Minion","spells.phantasmal-minion.description":"You summon a phantasmal minion: a roughly humanoid shape, invisible or ghostly, obviously magical rather than a real creature.","spells.phantom-pain.name":"Phantom Pain","spells.phantom-pain.description":"Illusory pain deals 2d4 mental damage and 1d4 persistent mental damage, by the target's Will save.\n\n**Critical Success** The target is unaffected.\n\n**Success** The target takes the full initial damage but no persistent damage, and the spell ends.\n\n**Failure** The target takes the full initial and persistent damage and is sickened 1. When it recovers from sickened, the persistent damage and the spell end.\n\n**Critical Failure** As failure, but sickened 2.\n\n**Heightened (+1)** The damage increases by 2d4 and the persistent damage by 1d4.","spells.protection.name":"Protection","spells.protection.description":"The target gains a +1 status bonus to AC and saving throws.\n\n**Heightened (3rd)** You can also extend the benefits to all your allies in a 10-foot emanation around the target.","spells.pummeling-rubble.name":"Pummeling Rubble","spells.pummeling-rubble.description":"Heavy rocks spray over the area, dealing 2d4 bludgeoning damage to each creature by its Reflex save.\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature takes half damage.\n\n**Failure** The creature takes full damage and is pushed 5 feet away from you.\n\n**Critical Failure** The creature takes double damage and is pushed 10 feet away from you.\n\n**Heightened (+1)** The damage increases by 2d4.","spells.runic-body.name":"Runic Body","spells.runic-body.description":"Glowing runes cover the target. Its unarmed attacks become +1 striking unarmed attacks: a +1 item bonus to attack rolls, and two damage dice.\n\n**Heightened (6th)** They are +2 greater striking (three dice).\n\n**Heightened (9th)** They are +3 major striking (four dice).","spells.runic-weapon.name":"Runic Weapon","spells.runic-weapon.description":"Temporary runes carve down the target weapon: it becomes a +1 striking weapon, with a +1 item bonus to attack rolls and two weapon damage dice.\n\n**Heightened (6th)** It is +2 greater striking (three dice).\n\n**Heightened (9th)** It is +3 major striking (four dice).","spells.sanctuary.name":"Sanctuary","spells.sanctuary.description":"A protective ward deters attacks on the target. A creature must attempt a Will save each time it tries to attack the target. If the target uses a hostile action, the spell ends.\n\n**Critical Success** The spell ends.\n\n**Success** The creature can make its attack, and any others against the target this turn.\n\n**Failure** The creature can't attack the target, wastes the action, and can't attack it again this turn.\n\n**Critical Failure** The creature wastes the action and can't attack the target for the rest of the spell.","spells.sleep.name":"Sleep","spells.sleep.description":"Creatures in the area grow drowsy. One that falls unconscious from this spell doesn't fall prone or drop what it holds, and a successful Perception check can still wake it.\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature takes a –1 status penalty to Perception checks for 1 round.\n\n**Failure** The creature falls unconscious, waking automatically if it still is after 1 minute.\n\n**Critical Failure** The creature falls unconscious, waking automatically if it still is after 1 hour.\n\n**Heightened (4th)** The creatures are unconscious for 1 round on a failure or 1 minute on a critical failure, fall prone and drop what they hold, and can't attempt Perception checks to wake; when it ends they are sleeping normally.","spells.soothe.name":"Soothe","spells.soothe.description":"You soothe the target's mind and wounds: it regains 1d10+4 Hit Points and gains a +2 status bonus to saves against mental effects for the duration.\n\n**Heightened (+1)** The healing increases by 1d10+4.","spells.spider-sting.name":"Spider Sting","spells.spider-sting.description":"You deal 1d4 piercing damage to the touched creature and afflict it with spider venom; it attempts a Fortitude save.\n\n**Critical Success** The target is unaffected.\n\n**Success** The target takes 1d4 poison damage.\n\n**Failure** The target is afflicted with spider venom at stage 1.\n\n**Critical Failure** The target is afflicted with spider venom at stage 2.\n\n**Spider venom** (poison) Level 1; maximum duration 4 rounds. **Stage 1** 1d4 poison damage and enfeebled 1 (1 round); **Stage 2** 1d4 poison damage and enfeebled 2 (1 round).","spells.spirit-link.name":"Spirit Link","spells.spirit-link.description":"You take on another creature's pain. When you cast the spell and at the start of each of your turns, if the target is below its maximum Hit Points it regains 2 Hit Points (or up to its maximum), and you lose as many. Nothing changes the amount, temporary Hit Points are ignored, and it works on undead too. Meanwhile you gain nothing from regeneration or fast healing. You can Dismiss it; it ends if you reach 0 Hit Points.\n\n**Heightened (+1)** The Hit Points transferred increase by 2.","spells.summon-animal.name":"Summon Animal","spells.summon-animal.description":"You summon a creature with the animal trait, of level –1, to fight for you.\n\n**Heightened** The creature's level is 1 at 2nd rank, 2 at 3rd, 3 at 4th, 5 at 5th, 7 at 6th, 9 at 7th, 11 at 8th, 13 at 9th and 15 at 10th.","spells.summon-construct.name":"Summon Construct","spells.summon-construct.description":"You summon a creature with the construct trait, of level –1, to fight for you.\n\n**Heightened** The creature's level is 1 at 2nd rank, 2 at 3rd, 3 at 4th, 5 at 5th, 7 at 6th, 9 at 7th, 11 at 8th, 13 at 9th and 15 at 10th.","spells.summon-fey.name":"Summon Fey","spells.summon-fey.description":"You summon a creature with the fey trait, of level –1, to fight for you.\n\n**Heightened** The creature's level is 1 at 2nd rank, 2 at 3rd, 3 at 4th, 5 at 5th, 7 at 6th, 9 at 7th, 11 at 8th, 13 at 9th and 15 at 10th.","spells.summon-plant-or-fungus.name":"Summon Plant or Fungus","spells.summon-plant-or-fungus.description":"You summon a creature with the plant or fungus trait, of level –1, to fight for you.\n\n**Heightened** The creature's level is 1 at 2nd rank, 2 at 3rd, 3 at 4th, 5 at 5th, 7 at 6th, 9 at 7th, 11 at 8th, 13 at 9th and 15 at 10th.","spells.summon-undead.name":"Summon Undead","spells.summon-undead.description":"You summon a creature with the undead trait, of level –1, to fight for you.\n\n**Heightened** The creature's level is 1 at 2nd rank, 2 at 3rd, 3 at 4th, 5 at 5th, 7 at 6th, 9 at 7th, 11 at 8th, 13 at 9th and 15 at 10th.","spells.sure-strike.name":"Sure Strike","spells.sure-strike.description":"The next time you make an attack roll before the end of your turn, roll it twice and take the better result. The attack ignores circumstance penalties to the roll and any flat check for a concealed or hidden target. You are then temporarily immune for 10 minutes.","spells.tailwind.name":"Tailwind","spells.tailwind.description":"The wind at your back gives you a +10-foot status bonus to your Speed.\n\n**Heightened (2nd)** It lasts 8 hours.","spells.thunderstrike.name":"Thunderstrike","spells.thunderstrike.description":"A crack of lightning and thunder deals 1d12 electricity damage and 1d4 sonic damage to the target, with a basic Reflex save. A target in metal armor or made of metal takes a –1 circumstance penalty to the save, and is clumsy 1 for 1 round if it takes damage.\n\n**Heightened (+1)** The damage increases by 1d12 electricity and 1d4 sonic.","spells.vanishing-tracks.name":"Vanishing Tracks","spells.vanishing-tracks.description":"Your tracks are hard to follow: the DC to Track you gains a +4 status bonus or becomes your spell DC, whichever is higher.\n\n**Heightened (2nd)** It lasts 8 hours.\n\n**Heightened (4th)** It lasts 8 hours, has a range of 20 feet and targets up to 10 creatures.","spells.ventriloquism.name":"Ventriloquism","spells.ventriloquism.description":"Your voice can seem to come from anywhere within 60 feet, and you can move it as you speak. Any creature that hears it can attempt to disbelieve the illusion.\n\n**Heightened (2nd)** It lasts 1 hour, and you can change your voice's tone and quality. A creature must actively examine the sound with a Perception check or other actions before it can disbelieve.","spells.acid-grip.name":"Acid Grip","spells.acid-grip.description":"A ghostly taloned hand grips the target, dealing 2d8 acid damage plus 1d6 persistent acid damage by its Reflex save. While it takes this persistent damage, it has a –10-foot status penalty to its Speeds.\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature takes half damage and no persistent damage, and the claw moves it up to 5 feet in a direction you choose.\n\n**Failure** The creature takes full damage and the persistent damage, and is moved up to 10 feet.\n\n**Critical Failure** The creature takes double damage and the full persistent damage, and is moved up to 20 feet.\n\n**Heightened (+2)** The initial damage increases by 2d8 and the persistent damage by 1d6.","spells.animal-form.name":"Animal Form","spells.animal-form.description":"You become a Medium animal battle form of your choice from the list (the kind of animal is yours to decide), gaining the animal trait; you can Dismiss the spell. You gain AC 16 + your level, ignoring your armor's check penalty and Speed reduction; 5 temporary Hit Points; low-light vision and imprecise scent 30 feet; the form's unarmed attacks, the only ones you can Strike with, trained, with an attack modifier of +9 and a damage bonus of +1 (Strength-based; use your own unarmed attack modifier if higher); and Athletics +9 unless yours is higher. Each form adds:\n\n- **Ape:** Speed 25 feet, climb 20 feet; fist 2d6 bludgeoning.\n- **Bear:** Speed 30 feet; jaws 2d8 piercing; claw (agile) 1d8 slashing.\n- **Bull:** Speed 30 feet; horn 2d8 piercing.\n- **Canine:** Speed 40 feet; jaws 2d8 piercing.\n- **Cat:** Speed 40 feet; jaws 2d6 piercing; claw (agile) 1d10 slashing.\n- **Deer:** Speed 50 feet; antler 2d6 piercing.\n- **Frog:** Speed 25 feet, swim 25 feet; jaws 2d6 bludgeoning; tongue (reach 15 feet) 2d4 bludgeoning.\n- **Shark:** swim 35 feet; jaws 2d8 piercing; breathes water but not air.\n- **Snake:** Speed 20 feet, climb 20 feet, swim 20 feet; fangs 2d4 piercing plus 1d6 poison.\n\n**Heightened (3rd)** 10 temporary Hit Points, AC 17 + your level, attack modifier +14, damage bonus +5, Athletics +14.\n\n**Heightened (4th)** Large, with 10-foot reach: 15 temporary Hit Points, AC 18 + your level, attack modifier +16, damage bonus +9, Athletics +16.\n\n**Heightened (5th)** Huge, with 15-foot reach: 20 temporary Hit Points, AC 18 + your level, attack modifier +18, damage bonus +7 and double damage dice, Athletics +20.","spells.animal-messenger.name":"Animal Messenger","spells.animal-messenger.description":"A Tiny wild animal in range comes to eat the food you offer. You give it the image, direction and distance of a place you know well, and it can carry a small object or note of light Bulk. It does its best to get there and waits for a nonhostile creature to take what it carries. The spell ends once it delivers or after 24 hours; without a Tiny animal in range, the spell is lost.","spells.augury.name":"Augury","spells.augury.description":"You ask about a course of action up to 30 minutes ahead and learn the GM's best guess: good, bad, mixed or nothing. The GM rolls a secret DC 6 flat check; on a failure the answer is always nothing, so a \"nothing\" can't be trusted. Asking again about the same topic reuses the first roll unless circumstances change.","spells.blazing-bolt.name":"Blazing Bolt","spells.blazing-bolt.description":"You fire a ray of heat and flame: make a spell attack against one creature, dealing 2d6 fire damage on a hit and double on a critical hit. Each additional action fires another ray at a different target, up to three for 3 actions; each attack adds to your multiple attack penalty, but only after all of them. With 2 or more actions, each ray deals 4d6 fire damage.\n\n**Heightened (+1)** The damage increases by 1d6 for 1 action, or 2d6 for 2 or 3 actions.","spells.blood-vendetta.name":"Blood Vendetta","spells.blood-vendetta.description":"You curse the creature that spilled your blood: it takes 2d6 persistent bleed damage and attempts a Will save.\n\n**Critical Success** The target is unaffected.\n\n**Success** The target takes half the persistent bleed damage.\n\n**Failure** The target takes the full persistent bleed damage, and has weakness 1 to piercing and slashing damage until the bleeding stops.\n\n**Critical Failure** As failure, but double the persistent bleed damage.\n\n**Heightened (+2)** The persistent bleed damage increases by 2d6.","spells.blood-vendetta.texts.trigger":"a creature deals piercing, slashing or persistent bleed damage to you","spells.blood-vendetta.texts.requirements":"you can bleed","spells.blur.name":"Blur","spells.blur.description":"The target's form blurs: it is concealed. Its location is still obvious, so it can't use this concealment to Hide or Sneak.","spells.calm.name":"Calm","spells.calm.description":"You soothe creatures in the area into a nonviolent state; each attempts a Will save.\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature takes a –1 status penalty to attack rolls.\n\n**Failure** Emotion effects on the creature are suppressed and it can't use hostile actions. If anyone is hostile to it, the spell no longer affects it.\n\n**Critical Failure** As failure, but hostility doesn't end the effect.","spells.cleanse-affliction.name":"Cleanse Affliction","spells.cleanse-affliction.description":"Choose an affliction on the target, such as a curse, disease or poison. If it is past stage 1, it goes down one stage; this can happen only once for a given case.\n\n**Heightened (3rd)** You also attempt to counteract it, if it is a disease or poison.\n\n**Heightened (4th)** You also attempt to counteract it, if it is a curse, disease or poison.","spells.clear-mind.name":"Clear Mind","spells.clear-mind.description":"Attempt to counteract an effect giving the target one of these conditions: fleeing, frightened or stupefied. If you fail but would have succeeded against a counteract rank 2 lower, the effect is suppressed until the start of your next turn (its duration doesn't run meanwhile). Conditions from curses, diseases or the target's nature can't be affected.\n\n**Heightened (4th)** Add confused, controlled and slowed.\n\n**Heightened (6th)** As 4th, and doomed.\n\n**Heightened (8th)** As 4th, and doomed and stunned.","spells.create-food.name":"Create Food","spells.create-food.description":"You create bland but nourishing food for six Medium creatures for a day; uneaten, it spoils after a day. A Small creature eats a quarter as much as a Medium one (a Tiny one a sixteenth), a Large one ten times as much (Huge, a hundred times).\n\n**Heightened (4th)** Food for 12 Medium creatures.\n\n**Heightened (6th)** Food for 50 Medium creatures.\n\n**Heightened (8th)** Food for 200 Medium creatures.","spells.darkness.name":"Darkness","spells.darkness.description":"Light can't enter the area or shine within it: non-magical light sources inside give no light, and magical light of this spell's rank or lower is suppressed. Creatures inside can't see out, and from outside it looks like a globe of darkness.\n\n**Heightened (4th)** Even creatures with darkvision (but not greater darkvision) barely see through it: targets seen through it are concealed to them.","spells.darkvision.name":"Darkvision","spells.darkvision.description":"You gain darkvision.\n\n**Heightened (3rd)** The range is touch and the target one willing creature.\n\n**Heightened (5th)** As 3rd, and it lasts until your next daily preparations.","spells.deafness.name":"Deafness","spells.deafness.description":"The target loses its hearing by its Fortitude save, and is then temporarily immune for 1 minute.\n\n**Critical Success** The target is unaffected.\n\n**Success** The target is deafened for 1 round.\n\n**Failure** The target is deafened for 10 minutes.\n\n**Critical Failure** The target is deafened permanently.","spells.dispel-magic.name":"Dispel Magic","spells.dispel-magic.description":"You attempt a counteract check against a spell or magic item. A magic item you counteract becomes a mundane item of its type for 10 minutes, keeping its non-magical properties. Against an artifact or similar item, you automatically fail.","spells.embed-message.name":"Embed Message","spells.embed-message.description":"You set a trigger and a message of up to 25 words. When the trigger happens within 30 feet of the target, illusory text circles it and a disembodied voice speaks the message, in a language you know and a voice you choose. The spell then ends.\n\n**Heightened (4th)** You can add a simple, obviously illusory sensory flourish (a smell, a visual effect, a sensation) that lasts while the message plays.\n\n**Heightened (6th)** As 4th, and you choose how many times the message repeats before the spell ends, without limit.","spells.enlarge.name":"Enlarge","spells.enlarge.description":"The target grows to Large, its equipment with it (an item it removes returns to normal size). It is clumsy 1, its reach increases by 5 feet (10 if it was Tiny), and it gains a +2 status bonus to damage rolls with melee Strikes. A Large or larger creature is unaffected.\n\n**Heightened (4th)** The target grows to Huge instead: +4 to melee damage, and reach 10 feet more (15 if it was Tiny). A Huge or larger creature is unaffected.\n\n**Heightened (6th)** Choose the 2nd- or 4th-rank version and apply it to up to 10 willing creatures.","spells.entangling-flora.name":"Entangling Flora","spells.entangling-flora.description":"Plants and fungi grow over the area, making every surface difficult terrain. A creature that starts its turn in the area attempts a Reflex save: on a failure it takes a –10-foot circumstance penalty to its Speeds until it leaves the area, and on a critical failure it is also immobilized for 1 round. It can Escape to end these.","spells.environmental-endurance.name":"Environmental Endurance","spells.environmental-endurance.description":"The target is protected from severe cold or severe heat, as you choose (not extreme).\n\n**Heightened (3rd)** It is protected from both severe cold and severe heat.\n\n**Heightened (5th)** It is protected from severe and extreme cold and heat.","spells.everlight.name":"Everlight","spells.everlight.description":"The gemstone you touch glows in a color of your choice, bright light in a 20-foot radius and dim light 20 feet beyond, until it breaks.","spells.false-vitality.name":"False Vitality","spells.false-vitality.description":"You give yourself 10 temporary Hit Points.\n\n**Heightened (+1)** The temporary Hit Points increase by 3.","spells.floating-flame.name":"Floating Flame","spells.floating-flame.description":"A fuelless flame appears, dealing 3d6 fire damage to each creature in its square with a basic Reflex save. When you Sustain the spell you can float it up to 10 feet, damaging each creature whose space it passes through (one new damage roll each Sustain; a creature takes damage from it at most once a round).\n\n**Heightened (+1)** The damage increases by 1d6.","spells.gecko-grip.name":"Gecko Grip","spells.gecko-grip.description":"The target gains a climb Speed equal to its Speed.\n\n**Heightened (5th)** It lasts 1 hour.","spells.ghostly-carrier.name":"Ghostly Carrier","spells.ghostly-carrier.description":"A Tiny semi-corporeal figure of your design hovers near you. When you cast a spell with a range of touch, it can carry the spell to a creature within range and return; it uses your bonuses for any spell attack. It has your AC and saves and is destroyed by any damage.","spells.humanoid-form.name":"Humanoid Form","spells.humanoid-form.description":"You look like a Small or Medium humanoid, such as a dwarf, elf, goblin, halfling, human or orc, gaining the humanoid trait and its kind's trait; a smaller form shrinks your reach. Your statistics and gear are unchanged and you gain none of its abilities. You gain a +4 status bonus to Deception checks to pass as a typical member of that ancestry, adding your level even if untrained, but you can't look like a specific person. You can Dismiss the spell.\n\n**Heightened (3rd)** You gain darkvision or low-light vision if the form has it.\n\n**Heightened (5th)** You can look like a Large humanoid, and gain enlarge's effects if you grow.","spells.illusory-creature.name":"Illusory Creature","spells.illusory-creature.description":"You create an illusion of a Large or smaller creature that sounds, smells and feels real; it ends if it is ever more than 500 feet from you. You can speak through it (a Deception or Performance check may be needed). In combat it acts with 2 actions when you Sustain the spell, using your spell attack modifier to attack and your spell DC as its AC, with saves at your spell DC – 10; it can flank. It ends if hit or if it fails a save. Its Strikes deal 3d4 nonlethal mental damage to a creature that believes it, and resistances apply as the target thinks they would. A creature that touches it or Seeks to examine it can disbelieve it, recovering half the damage it took.\n\n**Heightened (+1)** The damage increases by 1d4, and the creature can be one size larger (up to Gargantuan).","spells.invisibility.name":"Invisibility","spells.invisibility.description":"The target becomes invisible: undetected by everyone, though creatures can look for it to make it hidden to them instead. If the target uses a hostile action, the spell ends after it.\n\n**Heightened (4th)** It lasts 1 minute, and a hostile action doesn't end it.","spells.knock.name":"Knock","spells.knock.description":"The target door, lock or container is easier to open: a +4 status bonus to Athletics and Thievery checks to open it. You can attempt a Thievery check to open it as part of the casting, adding your level even if untrained. Knock counteracts lock.","spells.laughing-fit.name":"Laughing Fit","spells.laughing-fit.description":"Uncontrollable laughter overtakes the target by its Will save.\n\n**Critical Success** The target is unaffected.\n\n**Success** The target can't use reactions.\n\n**Failure** The target is slowed 1 and can't use reactions.\n\n**Critical Failure** The target falls prone and can't act or react for 1 round, then takes the failure's effects.","spells.marvelous-mount.name":"Marvelous Mount","spells.marvelous-mount.description":"You conjure a Large fantastical mount for the target, its minion: Speed 40 feet, carrying the target and its gear but no one else. It uses the target's AC and saves and is destroyed by more than 10 damage at once, ending the spell.\n\n**Heightened (3rd)** It can walk on water, but sinks if it ends its turn off solid ground.\n\n**Heightened (4th)** Speed 60 feet, and it walks on water.\n\n**Heightened (5th)** As 4th, with a fly Speed of 60 feet; it falls if it doesn't end its turn on a surface.\n\n**Heightened (6th)** Speed and fly Speed 80 feet.","spells.mist.name":"Mist","spells.mist.description":"A cloud of mist fills the area: creatures inside are concealed, and creatures outside are concealed to those inside. You can Dismiss it.","spells.noise-blast.name":"Noise Blast","spells.noise-blast.description":"A cacophony deals 2d10 sonic damage to each creature in the area by its Fortitude save.\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature takes half damage.\n\n**Failure** The creature takes full damage and is deafened for 1 round.\n\n**Critical Failure** The creature takes double damage, is deafened for 1 minute and stunned 1.\n\n**Heightened (+1)** The damage increases by 1d10.","spells.oaken-resilience.name":"Oaken Resilience","spells.oaken-resilience.description":"The target's skin turns tough as bark: resistance 2 to bludgeoning and piercing damage, and weakness 3 to fire. After taking fire damage, it can Dismiss the spell as a free action (the damage still applies).\n\n**Heightened (+2)** The resistances increase by 2 and the weakness by 3.","spells.one-with-plants.name":"One with Plants","spells.one-with-plants.description":"You become a plant or merge into one, and can Dismiss the spell. Either way you can't move or affect anything outside it, but can cast spells that need no line of effect beyond it.\n\n- **Merge with plants** (10 minutes): you must touch a plant big enough to hold you and your gear. You hear but can't see outside. Damage to the plant expels you and deals you 10d6 damage; the spell ends if you leave.\n- **Turn into a plant** (8 hours): you become a Large plant, typically a tree. Perception doesn't reveal you, but a Nature or Survival check against your spell DC shows you are a plant new to the area. You perceive normally. Your AC is 20, only status and circumstance bonuses and penalties affect you, and successes on Reflex saves are failures.","spells.paranoia.name":"Paranoia","spells.paranoia.description":"The target sees every creature as a threat; it attempts a Will save.\n\n**Critical Success** The target is unaffected.\n\n**Success** The target becomes unfriendly to everyone it wasn't already hostile to, allies included, and treats no one as an ally, for 1 round.\n\n**Failure** As success, for 1 minute.\n\n**Critical Failure** As failure, and it sees everyone as a mortal enemy, using its reactions and free actions against anyone, though it otherwise acts rationally and prefers foes that are harming it.\n\n**Heightened (6th)** You can target up to 5 creatures.","spells.peaceful-rest.name":"Peaceful Rest","spells.peaceful-rest.description":"The corpse doesn't decay and can't become undead. Time under this spell doesn't count against spells that need a recent death, and ordinary pests leave the body alone.\n\n**Heightened (5th)** It lasts indefinitely, takes one more action to cast, and costs embalming fluid worth 6 gp.","spells.resist-energy.name":"Resist Energy","spells.resist-energy.description":"Choose acid, cold, electricity, fire or sonic. The target and its gear gain resistance 5 to that damage.\n\n**Heightened (4th)** The resistance is 10, and you can target up to two creatures.\n\n**Heightened (7th)** The resistance is 15, and you can target up to five creatures.","spells.revealing-light.name":"Revealing Light","spells.revealing-light.description":"Magical light of the look you choose washes over the area. An affected creature is dazzled; an invisible one becomes concealed instead, and one concealed for any other reason no longer is. Each creature attempts a Reflex save.\n\n**Critical Success** The creature is unaffected.\n\n**Success** The light affects it for 2 rounds.\n\n**Failure** The light affects it for 1 minute.\n\n**Critical Failure** The light affects it for 10 minutes.","spells.see-the-unseen.name":"See the Unseen","spells.see-the-unseen.description":"You see invisible creatures as blurred shapes, concealed and hard to identify, and incorporeal creatures within 10 feet of an object's surface through it. You also gain a +2 status bonus to checks to disbelieve illusions.\n\n**Heightened (5th)** It lasts 8 hours.","spells.shape-wood.name":"Shape Wood","spells.shape-wood.description":"You shape the wood into a rough form of your choice, with no intricate parts, fine details or moving pieces. It can't make the wood more valuable.","spells.share-life.name":"Share Life","spells.share-life.description":"The target takes half the Hit Point damage from every effect, and you take the rest, with none of your resistances, weaknesses or other abilities applied. The spell ends if the target is more than 30 feet away, or once either of you reaches 0 Hit Points (after that damage is resolved).","spells.shatter.name":"Shatter","spells.shatter.description":"A high-pitched sound deals 2d10 sonic damage to the target object, ignoring its Hardness if it is 4 or lower.\n\n**Heightened (+1)** The damage increases by 1d10, and the Hardness ignored by 2.","spells.shrink.name":"Shrink","spells.shrink.description":"The target shrinks to Tiny, with its equipment (an item it removes returns to normal size). Its reach becomes 0 feet. A Tiny creature is unaffected.\n\n**Heightened (6th)** You can target up to 10 creatures.","spells.silence.name":"Silence","spells.silence.description":"The target makes no sound: it can't be noticed by hearing alone, can't use sonic attacks or auditory actions, and can't cast spells other than subtle ones.\n\n**Heightened (4th)** A 10-foot emanation around the touched creature silences all sound in it or passing through, with the same effects on creatures inside.","spells.sound-body.name":"Sound Body","spells.sound-body.description":"Attempt to counteract an effect giving the target one of these conditions: blinded, dazzled, deafened, enfeebled or sickened. If you fail but would have succeeded against a counteract rank 2 lower, the effect is suppressed until the start of your next turn (its duration doesn't run meanwhile). Curses, diseases and the target's natural conditions can't be affected.\n\n**Heightened (4th)** Add drained and slowed.\n\n**Heightened (6th)** As 4th, and petrified.\n\n**Heightened (8th)** As 4th, and petrified and stunned.","spells.speak-with-animals.name":"Speak with Animals","spells.speak-with-animals.description":"You can talk with animals and use Diplomacy with them. They aren't any friendlier than usual: clever ones are terse and evasive, simple ones often say inane things.","spells.spiritual-armament.name":"Spiritual Armament","spells.spiritual-armament.description":"You fling a ghostly echo of a weapon you wield or wear: a spell attack against the target's AC, dealing 2d8 damage of the weapon's type (or spirit damage, if that would be worse for the target) on a hit, double on a critical hit. It uses and adds to your multiple attack penalty. Each time you Sustain the spell, you can attack again any creature within 120 feet. If you sanctify the spell, the attacks are sanctified.\n\n**Heightened (+2)** The damage increases by 1d8.","spells.status.name":"Status","spells.status.description":"While you and the target are on the same plane and alive, you know its direction and distance from you and the conditions affecting it.\n\n**Heightened (4th)** The range is 30 feet, and you can target up to 10 creatures.","spells.stupefy.name":"Stupefy","spells.stupefy.description":"You dull the target's mind by its Will save.\n\n**Critical Success** The target is unaffected.\n\n**Success** The target is stupefied 1 until the start of your next turn.\n\n**Failure** The target is stupefied 2 for 1 minute.\n\n**Critical Failure** The target is stupefied 3 for 1 minute.","spells.summon-elemental.name":"Summon Elemental","spells.summon-elemental.description":"You summon a creature with the elemental trait, of level 1 or lower, to fight for you.\n\n**Heightened** The creature's level is 2 at 3rd rank, 3 at 4th, 5 at 5th, 7 at 6th, 9 at 7th, 11 at 8th, 13 at 9th and 15 at 10th.","spells.sure-footing.name":"Sure Footing","spells.sure-footing.description":"Attempt to counteract an effect giving the target one of these conditions: clumsy, grabbed or paralyzed. If you fail but would have succeeded against a counteract rank 2 lower, the effect is suppressed until the start of your next turn (its duration doesn't run meanwhile). Curses, diseases and the target's natural conditions can't be affected.\n\n**Heightened (4th)** Add immobilized, restrained and slowed.\n\n**Heightened (6th)** As 4th, and petrified.\n\n**Heightened (8th)** As 4th, and petrified and stunned.","spells.telekinetic-maneuver.name":"Telekinetic Maneuver","spells.telekinetic-maneuver.description":"You telekinetically Disarm, Reposition, Shove or Trip the target, rolling a spell attack instead of an Athletics check.","spells.translate.name":"Translate","spells.translate.description":"The target understands the meaning of one language it hears or reads when you cast the spell (not codes or heavy metaphor). If it hears several, it chooses one if it knows they are there, otherwise one at random.\n\n**Heightened (3rd)** The target can also speak the language.\n\n**Heightened (4th)** You can target up to 10 creatures, and they can speak the language.","spells.water-breathing.name":"Water Breathing","spells.water-breathing.description":"The targets can breathe underwater.\n\n**Heightened (3rd)** It lasts 8 hours.\n\n**Heightened (4th)** It lasts until your next daily preparations.","spells.water-walk.name":"Water Walk","spells.water-walk.description":"The target walks on water and other liquids without sinking. It can go under if it wishes, then Swims normally; it can't breathe underwater.\n\n**Heightened (4th)** The range is 30 feet, it lasts 1 hour, and you can target up to 10 creatures.","spells.aqueous-orb.name":"Aqueous Orb","spells.aqueous-orb.description":"A 10-foot sphere of water forms on the ground or on a liquid's surface. When you cast the spell and each time you Sustain it, you can roll it up to 10 feet, through creatures and obstacles that wouldn't stop water. It puts out non-magical fires of its size or smaller and attempts to counteract magical ones (once per fire). It tries to engulf each Large or smaller creature it moves through (once per turn each), which attempts a Reflex save.\n\n**Success** The creature lets the orb pass, or lets it push the creature to the end of its movement.\n\n**Failure** The creature is engulfed and moves with the orb, holding its breath or suffocating unless it breathes water; aquatic combat rules apply to a Medium or smaller creature. It escapes by Swimming (DC 10 Athletics) or Escaping against your spell DC.\n\n**Critical Failure** As failure, but it can't Swim free.","spells.bind-undead.name":"Bind Undead","spells.bind-undead.description":"You seize control of the target, a mindless undead creature of level no higher than the spell's rank: it gains the minion trait. A hostile action by you or an ally against it ends the spell.","spells.blindness.name":"Blindness","spells.blindness.description":"You blind the target by its Fortitude save; it is then temporarily immune for 1 minute.\n\n**Critical Success** The target is unaffected.\n\n**Success** The target is blinded until its next turn begins.\n\n**Failure** The target is blinded for 1 minute.\n\n**Critical Failure** The target is blinded permanently.","spells.chilling-darkness.name":"Chilling Darkness","spells.chilling-darkness.description":"A ray of unholy, freezing darkness: make a ranged spell attack. It deals 5d6 cold damage, plus 5d6 spirit damage if the target has the holy trait.\n\n**Critical Success** The target takes double damage.\n\n**Success** The target takes full damage.\n\nIf the ray passes through magical light or targets a creature affected by it, it attempts to counteract the light.\n\n**Heightened (+1)** The cold damage increases by 2d6, and the spirit damage against holy creatures by 2d6.","spells.clairaudience.name":"Clairaudience","spells.clairaudience.description":"An invisible, unmoving ear appears where you choose in range, even out of sight or line of effect, and you hear through it as though there.","spells.cozy-cabin.name":"Cozy Cabin","spells.cozy-cabin.description":"You raise a wooden cabin 20 feet square and 10 feet high (a structure), with glass windows and a door that takes a lock. Inside are three cots, a chamber pot, a fireplace with a magical fire, and a light you turn on and off with a Sustain. It's comfortable against most weather, but extreme heat or cold, great storms and hurricane winds destroy it. Others come and go freely; if you leave, the spell ends. You can Dismiss it.","spells.crisis-of-faith.name":"Crisis of Faith","spells.crisis-of-faith.description":"You assail the target's faith with doubt: 6d6 mental damage, or 6d8 if it can cast divine spells, by its Will save. Casting it on a follower of your own deity without good cause is anathema to many deities.\n\n**Critical Success** The target is unaffected.\n\n**Success** The target takes half damage.\n\n**Failure** The target takes full damage; a divine caster is also stupefied 1 for 1 round.\n\n**Critical Failure** The target takes double damage, is stupefied 1 for 1 round, and can't cast divine spells for 1 round.\n\n**Heightened (+1)** The damage increases by 2d6 (2d8 against a divine spellcaster).","spells.dream-message.name":"Dream Message","spells.dream-message.description":"You send one minute of speech (about 150 words) into the target's dreams. A sleeping target gets it at once, otherwise the next time it sleeps; the spell then ends, and you know it arrived.\n\n**Heightened (4th)** You can send the same message to up to 10 creatures you know by name and have met.","spells.earthbind.name":"Earthbind","spells.earthbind.description":"The weight of the earth drags the flying target down by its Fortitude save; if it lands safely, it takes no falling damage.\n\n**Critical Success** The target is unaffected.\n\n**Success** The target falls safely up to 120 feet.\n\n**Failure** It falls safely up to 120 feet, and if it lands it can't Fly, levitate or otherwise leave the ground for 1 round.\n\n**Critical Failure** As failure, for 1 minute.","spells.enthrall.name":"Enthrall","spells.enthrall.description":"You speak or sing without pause, and your words captivate those who notice them; each target attempts a Will save, with up to a +4 circumstance bonus if it is unlikely to agree with you. A creature coming into range saves when you Sustain the spell. Speaking gives the spell the linguistic trait.\n\n**Critical Success** The target is unaffected and notices you tried to use magic.\n\n**Success** The target needn't pay attention and doesn't notice the magic.\n\n**Failure** The target is fascinated with you. It can save again when it sees or hears something it disagrees with, ending the fascination and becoming temporarily immune for 1 hour on a success. A hostile act against it, or a successful Diplomacy or Intimidation check against it, ends the fascination.\n\n**Critical Failure** As failure, but disagreement gives it no new save.","spells.feet-to-fins.name":"Feet to Fins","spells.feet-to-fins.description":"The target's feet become fins: it gains a swim Speed equal to its land Speed, but its land Speed becomes 5 feet.\n\n**Heightened (6th)** It lasts until your next daily preparations.","spells.fireball.name":"Fireball","spells.fireball.description":"A roaring blast of fire bursts where you choose: 6d6 fire damage with a basic Reflex save.\n\n**Heightened (+1)** The damage increases by 2d6.","spells.ghostly-weapon.name":"Ghostly Weapon","spells.ghostly-weapon.description":"The target weapon turns translucent and ghostly, with the effects of the ghost touch property rune: it is magical, especially effective against incorporeal creatures, and can be wielded by corporeal and incorporeal creatures alike.","spells.haste.name":"Haste","spells.haste.description":"The target is quickened, and can use the extra action only to Strike or Stride.\n\n**Heightened (7th)** You can target up to 6 creatures.","spells.heroism.name":"Heroism","spells.heroism.description":"The target gains a +1 status bonus to attack rolls, Perception checks, saving throws and skill checks.\n\n**Heightened (6th)** The bonus is +2.\n\n**Heightened (9th)** The bonus is +3.","spells.holy-light.name":"Holy Light","spells.holy-light.description":"A ray of blazing, holy light: make a ranged spell attack. It deals 5d6 fire damage, plus 5d6 spirit damage if the target has the unholy trait.\n\n**Critical Success** The target takes double damage.\n\n**Success** The target takes full damage.\n\nIf the light passes through magical darkness or targets a creature affected by it, it attempts to counteract the darkness.\n\n**Heightened (+1)** The fire damage increases by 2d6, and the spirit damage against unholy creatures by 2d6.","spells.hypercognition.name":"Hypercognition","spells.hypercognition.description":"You instantly use up to 6 Recall Knowledge actions as part of the casting, without special abilities, reactions or free actions that trigger on Recall Knowledge.","spells.hypnotize.name":"Hypnotize","spells.hypnotize.description":"A cloud of mesmerizing patterns hangs in the air; creatures inside are dazzled. A creature saves (Will) when it is inside as you cast the spell, enters it, ends its turn in it, or Seeks or Interacts with it; one already fascinated by it doesn't save again.\n\n**Success** The target is unaffected.\n\n**Failure** The target is fascinated by the cloud.\n\n**Critical Failure** The target is fascinated by the cloud and can't use reactions while it is.","spells.insect-form.name":"Insect Form","spells.insect-form.description":"You become a Medium insect battle form of your choice from the list (the kind of bug is yours to decide), gaining the animal trait; you can Dismiss the spell. You gain AC 18 + your level, ignoring your armor's check penalty and Speed reduction; 10 temporary Hit Points; low-light vision; the form's attacks, the only ones you can Strike with, trained, with an attack modifier of +13 and a damage bonus of +2 (Strength-based; use your own unarmed attack modifier if higher); and Athletics +13 unless yours is higher. Each form adds:\n\n- **Ant:** Speed 30 feet, climb 30 feet; mandibles 2d6 bludgeoning.\n- **Beetle:** Speed 25 feet; mandibles 2d10 bludgeoning.\n- **Centipede:** Speed 25 feet, climb 25 feet; darkvision; mandibles 1d8 piercing plus 1d4 persistent poison.\n- **Mantis:** Speed 40 feet; imprecise scent 30 feet; foreleg 2d8 piercing.\n- **Scorpion:** Speed 40 feet; darkvision, imprecise tremorsense 60 feet; stinger 1d8 piercing plus 1d4 persistent poison; pincer (agile) 1d6 bludgeoning.\n- **Spider:** Speed 25 feet, climb 25 feet; darkvision; fangs 1d6 piercing plus 1d4 persistent poison; web (ranged, increment 20 feet) immobilizes the target for 1 round or until it Escapes.\n\n**Heightened (4th)** Large, with 10-foot reach: 15 temporary Hit Points, attack modifier +16, damage bonus +6, Athletics +16.\n\n**Heightened (5th)** Huge, with 15-foot reach: 20 temporary Hit Points, attack modifier +18, damage bonus +2 and double damage dice (persistent damage too), Athletics +20.","spells.levitate.name":"Levitate","spells.levitate.description":"The target floats 5 feet off the ground; you can Sustain the spell to move it up or down 10 feet. A floating creature takes a –2 circumstance penalty to attack rolls, which an Interact to steady itself removes for the rest of its turn. Next to a suitable surface, it can move along it by climbing (walls) or crawling (ceilings), as the GM decides.","spells.lightning-bolt.name":"Lightning Bolt","spells.lightning-bolt.description":"A bolt of lightning lances out along the line: 4d12 electricity damage with a basic Reflex save.\n\n**Heightened (+1)** The damage increases by 1d12.","spells.locate.name":"Locate","spells.locate.description":"You learn the direction to the target object, or to the nearest of a type of object. A specific object must be one you have observed directly; a type needs an accurate mental image. Lead or running water between you blocks the spell, so a farther one may be found instead.\n\n**Heightened (5th)** You can target a specific creature or ancestry you have met or seen up close.","spells.mad-monkeys.name":"Mad Monkeys","spells.mad-monkeys.description":"Spirit monkeys fill the area; they can't be attacked or hurt, and calm or similar magic makes them docile for the spell. Choose their mischief when you cast it: it happens then and the first time each round you Sustain the spell, when you can also move the area 5 feet.\n\n- **Flagrant burglary:** the monkeys Steal one item from one creature in the area, with your spell DC – 10 as their Thievery modifier; the victim knows what was tried. Getting an item back takes Stealing it or Disarming them against your spell DC; when the spell ends, stolen items drop in the area.\n- **Raucous din:** each creature in the area attempts a Fortitude save. Critical success: unaffected, and temporarily immune for 10 minutes. Success: unaffected. Failure: deafened for 1 round. Critical failure: deafened for 1 minute.\n- **Tumultuous gymnastics:** each creature in the area attempts a Reflex save. Critical success: unaffected, and temporarily immune for 10 minutes. Success: unaffected. Failure: for 1 round, a DC 5 flat check for each manipulate action, which is disrupted on a failure. Critical failure: as failure, until the spell ends, even outside the area.","spells.mind-reading.name":"Mind Reading","spells.mind-reading.description":"You try to read the target's mind; it attempts a Will save and is then temporarily immune to your mind reading for 1 hour.\n\n**Critical Success** The target perceives your surface thoughts as you cast the spell.\n\n**Success** You learn whether its Intelligence modifier is higher than, equal to or lower than yours.\n\n**Failure** You perceive its surface thoughts as you cast the spell, and learn how its Intelligence compares to yours.\n\n**Critical Failure** As failure, and you can Sustain the spell to read its surface thoughts again, with no new saves.","spells.one-with-stone.name":"One with Stone","spells.one-with-stone.description":"As one with plants, but you merge with stone or become a stone, with AC 23 in stone form. You can Dismiss the spell.","spells.paralyze.name":"Paralyze","spells.paralyze.description":"You freeze the target's body before its commands leave its mind; it attempts a Will save.\n\n**Critical Success** The target is unaffected.\n\n**Success** The target is stunned 1.\n\n**Failure** The target is paralyzed for 1 round.\n\n**Critical Failure** The target is paralyzed for 4 rounds. At the end of each of its turns, it can attempt a new Will save to shorten the duration by 1 round, or end it on a critical success.\n\n**Heightened (7th)** You can target up to 10 creatures.","spells.ring-of-truth.name":"Ring of Truth","spells.ring-of-truth.description":"Lies are revealed in the area: a bell rings softly whenever a creature in it speaks the truth, and creatures there take a –2 status penalty to Deception checks. They know of the magic and can be evasive. Each creature attempts a Will save on being in the area as you cast it or entering it, keeping that result.\n\n**Critical Success** The creature is so convincing the bell rings even when it lies.\n\n**Success** If it lies and its Deception check beats everyone present, the bell still rings.\n\n**Failure** The bell never rings when it lies.","spells.safe-passage.name":"Safe Passage","spells.safe-passage.description":"Everyone in the area is protected from harm by the terrain and environment there (environmental damage, hazardous terrain, hazards): a +2 status bonus to AC and saves against them and resistance 5 to their damage. Things prone to collapse there, such as a rickety bridge, don't collapse short of extreme strain. It doesn't remove difficult terrain or concealment, nor protect against creatures.\n\n**Heightened (5th)** Resistance 10, and the area can be 120 feet long.\n\n**Heightened (8th)** Resistance 15, and the area can be 500 feet long.","spells.slow.name":"Slow","spells.slow.description":"Time drags around the target, by its Fortitude save.\n\n**Critical Success** The target is unaffected.\n\n**Success** The target is slowed 1 for 1 round.\n\n**Failure** The target is slowed 1 for 1 minute.\n\n**Critical Failure** The target is slowed 2 for 1 minute.\n\n**Heightened (6th)** You can target up to 10 creatures.","spells.speak-with-plants.name":"Speak with Plants","spells.speak-with-plants.description":"You can ask plants and fungi questions and understand their answers, though they are no friendlier or wiser than usual: they know little beyond their surroundings, and clever plant monsters are terse and evasive.\n\n**Heightened (4th)** It lasts 8 hours.","spells.vampiric-feast.name":"Vampiric Feast","spells.vampiric-feast.description":"Your touch drains the target's life: 6d6 void damage with a basic Fortitude save. You gain temporary Hit Points equal to half the damage it takes (after resistances and the like), which last 1 minute.\n\n**Heightened (+1)** The damage increases by 2d6.","spells.veil-of-privacy.name":"Veil of Privacy","spells.veil-of-privacy.description":"For the duration, the spell attempts to counteract every detection, revelation and scrying effect used against the target or its gear, counting cantrips as 1st-rank spells. Countering an area or multi-target effect protects only this target.","spells.wall-of-thorns.name":"Wall of Thorns","spells.wall-of-thorns.description":"A 5-foot-thick wall of thorny brambles grows in a straight line up to 60 feet long and 10 feet high (or shorter), in unbroken open space, or the spell is lost. It gives cover to each side from the other and is difficult terrain; each move action a creature uses to enter it deals 3d4 piercing damage. Each 10-by-10-foot section has AC 10, Hardness 10 and 20 Hit Points, and is immune to critical hits and precision damage.\n\n**Heightened (+1)** Each section's Hit Points increase by 5, and the piercing damage by 1d4.","spells.wall-of-wind.name":"Wall of Wind","spells.wall-of-wind.description":"A wall of gusting wind 5 feet thick, 60 feet long and 30 feet high rises along a path you choose. It doesn't block sight. Ammunition from physical ranged attacks can't pass through; larger thrown weapons take a –2 circumstance penalty to attack through it; massive weapons and spells that don't create objects are unaffected. It is difficult terrain for creatures moving over land, gases can't pass, and a creature trying to fly through it with a move action attempts a Fortitude save.\n\n**Critical Success** It moves through normally this turn.\n\n**Success** It can move through this turn, but the wall is difficult terrain.\n\n**Failure** The wall stops it, and the rest of its movement for that action is lost.\n\n**Critical Failure** As failure, and it is pushed 10 feet away from the wall.","templates.runic-greater.name":"{base} (runic, +2 greater striking)","templates.runic-major.name":"{base} (runic, +3 major striking)","templates.runic.name":"{base} (runic, +1 striking)","staves.animal-staff.name":"Animal Staff","staves.animal-staff.description":"Carved with animal heads; while you wield it, a +2 circumstance bonus to Nature checks to identify animals. Spells: cantrip know the way; 1st runic body; 1st summon animal.","staves.animal-staff-greater.name":"Animal Staff (Greater)","staves.animal-staff-greater.description":"Carved with animal heads; while you wield it, a +2 circumstance bonus to Nature checks to identify animals. Spells: cantrip know the way; 1st runic body; 1st summon animal; 2nd animal messenger; 2nd speak with animals; 2nd summon animal; 3rd animal form; 3rd summon animal.","staves.animal-staff-major.name":"Animal Staff (Major)","staves.animal-staff-major.description":"Carved with animal heads; while you wield it, a +2 circumstance bonus to Nature checks to identify animals. Spells: cantrip know the way; 1st runic body; 1st summon animal; 2nd animal messenger; 2nd speak with animals; 2nd summon animal; 3rd animal form; 3rd summon animal; 4th summon animal; 5th animal form; 5th moon frenzy; 5th summon animal.","staves.fluid-form-staff.name":"Fluid Form Staff","staves.fluid-form-staff.description":"While you wield it, a +2 circumstance bonus to Perception checks to identify morph and polymorph magic. Spells: 1st pest form; 2nd animal form; 2nd enlarge; 2nd shrink.","staves.fluid-form-staff-greater.name":"Fluid Form Staff (Greater)","staves.fluid-form-staff-greater.description":"While you wield it, a +2 circumstance bonus to Perception checks to identify morph and polymorph magic. Spells: 1st pest form; 2nd animal form; 2nd enlarge; 2nd shrink; 3rd feet to fins; 3rd insect form; 4th aerial form; 4th animal form; 4th dinosaur form.","staves.fluid-form-staff-major.name":"Fluid Form Staff (Major)","staves.fluid-form-staff-major.description":"While you wield it, a +2 circumstance bonus to Perception checks to identify morph and polymorph magic. Spells: 1st pest form; 2nd animal form; 2nd enlarge; 2nd shrink; 3rd feet to fins; 3rd insect form; 4th aerial form; 4th animal form; 4th dinosaur form; 5th animal form; 5th insect form; 6th cursed metamorphosis; 6th dragon form; 6th plant form.","staves.mentalists-staff.name":"Mentalist's Staff","staves.mentalists-staff.description":"While you wield it, a +2 circumstance bonus to checks to identify mental magic. Spells: cantrip daze; 1st mindlink; 1st phantom pain.","staves.mentalists-staff-greater.name":"Mentalist's Staff (Greater)","staves.mentalists-staff-greater.description":"While you wield it, a +2 circumstance bonus to checks to identify mental magic. Spells: cantrip daze; 1st mindlink; 1st phantom pain; 2nd paranoia; 3rd hypercognition; 3rd phantom pain.","staves.mentalists-staff-major.name":"Mentalist's Staff (Major)","staves.mentalists-staff-major.description":"While you wield it, a +2 circumstance bonus to checks to identify mental magic. Spells: cantrip daze; 1st mindlink; 1st phantom pain; 2nd paranoia; 3rd hypercognition; 3rd phantom pain; 4th rewrite memory; 4th telepathy; 5th hallucination; 5th phantom pain; 5th synaptic pulse.","staves.staff-of-arcane-might.name":"Staff of Arcane Might","staves.staff-of-arcane-might.description":"A +1 striking staff weapon. Sunder (2 actions): destroy it for a 30-foot cone of 2d6 force damage per charge left (DC 30 basic Reflex). Spells: cantrip detect magic; 1st phantasmal minion; 2nd everlight; 3rd force barrage; 3rd paralyze; 4th dispelling globe; 4th mystic armor; 4th translocate; 5th fireball; 5th force barrage; 5th lightning bolt.","staves.greater-staff-of-arcane-might.name":"Greater Staff of Arcane Might","staves.greater-staff-of-arcane-might.description":"A +2 striking staff weapon. Sunder (2 actions): destroy it for a 30-foot cone of 2d8 force damage per charge left (DC 35 basic Reflex). Spells: cantrip detect magic; 1st phantasmal minion; 2nd everlight; 3rd force barrage; 3rd paralyze; 4th dispelling globe; 4th mystic armor; 4th translocate; 5th fireball; 5th force barrage; 5th lightning bolt; 6th disintegrate; 6th mystic armor; 6th wall of force; 7th howling blizzard; 7th fireball; 7th lightning bolt.","staves.major-staff-of-arcane-might.name":"Major Staff of Arcane Might","staves.major-staff-of-arcane-might.description":"A +3 striking staff weapon. Sunder (2 actions): destroy it for a 30-foot cone of 2d10 force damage per charge left (DC 40 basic Reflex). Spells: cantrip detect magic; 1st phantasmal minion; 2nd everlight; 3rd force barrage; 3rd paralyze; 4th dispelling globe; 4th mystic armor; 4th translocate; 5th fireball; 5th force barrage; 5th lightning bolt; 6th disintegrate; 6th mystic armor; 6th wall of force; 7th howling blizzard; 7th fireball; 7th lightning bolt; 8th mystic armor; 8th wall of force; 9th dispel magic; 9th falling stars; 9th howling blizzard.","staves.staff-of-control.name":"Staff of Control","staves.staff-of-control.description":"While you wield it, a +1 status bonus to Diplomacy checks to Make a Request. Spells: cantrip daze; 1st charm; 1st command; 2nd laughing fit; 2nd stupefy.","staves.staff-of-control-greater.name":"Staff of Control (Greater)","staves.staff-of-control-greater.description":"While you wield it, a +1 status bonus to Diplomacy checks to Make a Request. Spells: cantrip daze; 1st charm; 1st command; 2nd laughing fit; 2nd stupefy; 3rd enthrall; 4th charm; 4th confusion; 4th suggestion.","staves.staff-of-control-major.name":"Staff of Control (Major)","staves.staff-of-control-major.description":"While you wield it, a +1 status bonus to Diplomacy checks to Make a Request. Spells: cantrip daze; 1st charm; 1st command; 2nd laughing fit; 2nd stupefy; 3rd enthrall; 4th charm; 4th confusion; 4th suggestion; 5th command; 5th subconscious suggestion; 6th dominate; 6th never mind.","staves.staff-of-elemental-power.name":"Staff of Elemental Power","staves.staff-of-elemental-power.description":"While you wield it, a +2 circumstance bonus to checks to identify elemental creatures. Spells: cantrip frostbite; 1st breathe fire; 1st pummeling rubble; 1st thunderstrike; 2nd blazing bolt; 2nd resist energy.","staves.staff-of-elemental-power-greater.name":"Staff of Elemental Power (Greater)","staves.staff-of-elemental-power-greater.description":"While you wield it, a +2 circumstance bonus to checks to identify elemental creatures. Spells: cantrip frostbite; 1st breathe fire; 1st pummeling rubble; 1st thunderstrike; 2nd blazing bolt; 2nd resist energy; 3rd fireball; 3rd lightning bolt; 4th resist energy; 4th wall of fire.","staves.staff-of-elemental-power-major.name":"Staff of Elemental Power (Major)","staves.staff-of-elemental-power-major.description":"While you wield it, a +2 circumstance bonus to checks to identify elemental creatures. Spells: cantrip frostbite; 1st breathe fire; 1st pummeling rubble; 1st thunderstrike; 2nd blazing bolt; 2nd resist energy; 3rd fireball; 3rd lightning bolt; 4th resist energy; 4th wall of fire; 5th howling blizzard; 5th wall of ice; 6th chain lightning; 6th fireball.","staves.staff-of-fire.name":"Staff of Fire","staves.staff-of-fire.description":"Touch its tip to a torch, tinder or flammable substance (Interact) to light it. Spells: cantrip ignition; 1st breathe fire.","staves.staff-of-fire-greater.name":"Staff of Fire (Greater)","staves.staff-of-fire-greater.description":"Touch its tip to a torch, tinder or flammable substance (Interact) to light it. Spells: cantrip ignition; 1st breathe fire; 2nd breathe fire; 2nd floating flame; 3rd floating flame; 3rd fireball.","staves.staff-of-fire-major.name":"Staff of Fire (Major)","staves.staff-of-fire-major.description":"Touch its tip to a torch, tinder or flammable substance (Interact) to light it. Spells: cantrip ignition; 1st breathe fire; 2nd breathe fire; 2nd floating flame; 3rd floating flame; 3rd fireball; 4th fire shield; 4th fireball; 4th wall of fire; 5th fireball; 5th wall of fire.","staves.staff-of-healing.name":"Staff of Healing","staves.staff-of-healing.description":"A +1 item bonus to the Hit Points your heal spells restore, from your own slots or the staff. Spells: cantrip stabilize; 1st heal.","staves.staff-of-healing-greater.name":"Staff of Healing (Greater)","staves.staff-of-healing-greater.description":"A +2 item bonus to the Hit Points your heal spells restore, from your own slots or the staff. Spells: cantrip stabilize; 1st heal; 2nd clear mind; 2nd heal; 2nd sound body; 3rd cleanse affliction; 3rd heal.","staves.staff-of-healing-major.name":"Staff of Healing (Major)","staves.staff-of-healing-major.description":"A +3 item bonus to the Hit Points your heal spells restore, from your own slots or the staff. Spells: cantrip stabilize; 1st heal; 2nd clear mind; 2nd heal; 2nd sound body; 3rd cleanse affliction; 3rd heal; 4th cleanse affliction; 4th clear mind; 4th sound body; 5th breath of life; 5th heal.","staves.staff-of-healing-true.name":"Staff of Healing (True)","staves.staff-of-healing-true.description":"A +4 item bonus to the Hit Points your heal spells restore, from your own slots or the staff. Spells: cantrip stabilize; 1st heal; 2nd clear mind; 2nd heal; 2nd sound body; 3rd cleanse affliction; 3rd heal; 4th cleanse affliction; 4th clear mind; 4th sound body; 5th breath of life; 5th heal; 6th clear mind; 6th field of life; 6th heal; 7th heal; 7th regenerate.","staves.staff-of-illumination.name":"Staff of Illumination","staves.staff-of-illumination.description":"Interact: its gem shines as a torch for 10 minutes. Spells: cantrip light; 2nd everlight; 3rd everlight; 3rd holy light.","staves.staff-of-impossible-visions.name":"Staff of Impossible Visions","staves.staff-of-impossible-visions.description":"While you wield it, you can see through the eyes on the staff instead of your own (around corners, but not to target). Spells: cantrip daze; 1st fear; 1st phantom pain; 2nd augury; 2nd paranoia.","staves.staff-of-impossible-visions-greater.name":"Staff of Impossible Visions (Greater)","staves.staff-of-impossible-visions-greater.description":"While you wield it, you can see through the eyes on the staff instead of your own (around corners, but not to target). Spells: cantrip daze; 1st fear; 1st phantom pain; 2nd augury; 2nd paranoia; 3rd hypnotize; 3rd paralyze; 4th countless eyes; 4th vision of death; 5th strange geometry.","staves.staff-of-impossible-visions-major.name":"Staff of Impossible Visions (Major)","staves.staff-of-impossible-visions-major.description":"While you wield it, you can see through the eyes on the staff instead of your own (around corners, but not to target). Spells: cantrip daze; 1st fear; 1st phantom pain; 2nd augury; 2nd paranoia; 3rd hypnotize; 3rd paralyze; 4th countless eyes; 4th vision of death; 5th strange geometry; 6th blinding fury; 6th phantasmal calamity; 7th visions of danger; 7th warp mind.","staves.staff-of-impossible-visions-true.name":"Staff of Impossible Visions (True)","staves.staff-of-impossible-visions-true.description":"While you wield it, you can see through the eyes on the staff instead of your own (around corners, but not to target). Spells: cantrip daze; 1st fear; 1st phantom pain; 2nd augury; 2nd paranoia; 3rd hypnotize; 3rd paralyze; 4th countless eyes; 4th vision of death; 5th strange geometry; 6th blinding fury; 6th phantasmal calamity; 7th visions of danger; 7th warp mind; 8th spirit song; 8th uncontrollable dance; 9th unfathomable song; 9th phantasmagoria.","staves.staff-of-phantasms.name":"Staff of Phantasms","staves.staff-of-phantasms.description":"While you wield it, a +2 status bonus to checks to disbelieve an illusion. Spells: cantrip figment; 1st illusory disguise; 1st illusory object; 2nd illusory creature; 2nd illusory object; 2nd item facade.","staves.staff-of-phantasms-greater.name":"Staff of Phantasms (Greater)","staves.staff-of-phantasms-greater.description":"While you wield it, a +2 status bonus to checks to disbelieve an illusion. Spells: cantrip figment; 1st illusory disguise; 1st illusory object; 2nd illusory creature; 2nd illusory object; 2nd item facade; 3rd illusory disguise; 3rd item facade; 4th illusory creature; 4th illusory disguise.","staves.staff-of-phantasms-major.name":"Staff of Phantasms (Major)","staves.staff-of-phantasms-major.description":"While you wield it, a +2 status bonus to checks to disbelieve an illusion. Spells: cantrip figment; 1st illusory disguise; 1st illusory object; 2nd illusory creature; 2nd illusory object; 2nd item facade; 3rd illusory disguise; 3rd item facade; 4th illusory creature; 4th illusory disguise; 5th illusory creature; 5th illusory scene; 6th hallucination; 6th mislead.","staves.staff-of-protection.name":"Staff of Protection","staves.staff-of-protection.description":"While you wield it, a +1 circumstance bonus to your DC against being Shoved or Tripped. Spells: cantrip shield; 1st alarm; 1st mystic armor; 2nd dispel magic; 2nd environmental endurance; 2nd resist energy.","staves.staff-of-protection-greater.name":"Staff of Protection (Greater)","staves.staff-of-protection-greater.description":"While you wield it, a +1 circumstance bonus to your DC against being Shoved or Tripped. Spells: cantrip shield; 1st alarm; 1st mystic armor; 2nd dispel magic; 2nd environmental endurance; 2nd resist energy; 3rd alarm; 3rd safe passage; 4th dispel magic; 4th mystic armor; 4th resist energy.","staves.staff-of-protection-major.name":"Staff of Protection (Major)","staves.staff-of-protection-major.description":"While you wield it, a +1 circumstance bonus to your DC against being Shoved or Tripped. Spells: cantrip shield; 1st alarm; 1st mystic armor; 2nd dispel magic; 2nd environmental endurance; 2nd resist energy; 3rd alarm; 3rd safe passage; 4th dispel magic; 4th mystic armor; 4th resist energy; 5th environmental endurance; 5th safe passage; 6th dispel magic; 6th mystic armor; 6th repulsion.","staves.staff-of-providence.name":"Staff of Providence","staves.staff-of-providence.description":"While you wield it, a +1 item bonus to Survival checks to Sense Direction or Subsist and to Religion checks to Recall Knowledge. Spells: cantrip guidance; 1st bless; 1st create water; 2nd augury; 2nd create food; 2nd see the unseen; 2nd status.","staves.staff-of-providence-greater.name":"Staff of Providence (Greater)","staves.staff-of-providence-greater.description":"While you wield it, a +1 item bonus to Survival checks to Sense Direction or Subsist and to Religion checks to Recall Knowledge. Spells: cantrip guidance; 1st bless; 1st create water; 2nd augury; 2nd create food; 2nd see the unseen; 2nd status; 3rd safe passage; 3rd wanderer's guide; 4th cleanse affliction; 4th dispelling globe; 4th status.","staves.staff-of-providence-major.name":"Staff of Providence (Major)","staves.staff-of-providence-major.description":"While you wield it, a +1 item bonus to Survival checks to Sense Direction or Subsist and to Religion checks to Recall Knowledge. Spells: cantrip guidance; 1st bless; 1st create water; 2nd augury; 2nd create food; 2nd see the unseen; 2nd status; 3rd safe passage; 3rd wanderer's guide; 4th cleanse affliction; 4th dispelling globe; 4th status; 5th dispelling globe; 5th scouting eye; 5th see the unseen; 6th dispelling globe; 6th scintillating safeguard; 6th truesight.","staves.staff-of-providence-true.name":"Staff of Providence (True)","staves.staff-of-providence-true.description":"While you wield it, a +1 item bonus to Survival checks to Sense Direction or Subsist and to Religion checks to Recall Knowledge. Spells: cantrip guidance; 1st bless; 1st create water; 2nd augury; 2nd create food; 2nd see the unseen; 2nd status; 3rd safe passage; 3rd wanderer's guide; 4th cleanse affliction; 4th dispelling globe; 4th status; 5th dispelling globe; 5th scouting eye; 5th see the unseen; 6th dispelling globe; 6th scintillating safeguard; 6th truesight; 7th dispelling globe; 7th energy aegis; 8th dispelling globe; 8th divine inspiration; 9th dispelling globe; 9th foresight; 9th overwhelming presence.","staves.staff-of-summoning.name":"Staff of Summoning","staves.staff-of-summoning.description":"Creatures you summon with it gain temporary Hit Points equal to the spell's rank. Spells: cantrip tangle vine; 1st summon animal; 2nd marvelous mount; 2nd mist; 2nd summon animal; 2nd summon elemental.","staves.staff-of-summoning-greater.name":"Staff of Summoning (Greater)","staves.staff-of-summoning-greater.description":"Creatures you summon with it gain temporary Hit Points equal to the spell's rank. Spells: cantrip tangle vine; 1st summon animal; 2nd marvelous mount; 2nd mist; 2nd summon animal; 2nd summon elemental; 3rd summon animal; 3rd summon elemental; 4th marvelous mount; 4th summon animal; 4th summon elemental.","staves.staff-of-summoning-major.name":"Staff of Summoning (Major)","staves.staff-of-summoning-major.description":"Creatures you summon with it gain temporary Hit Points equal to the spell's rank. Spells: cantrip tangle vine; 1st summon animal; 2nd marvelous mount; 2nd mist; 2nd summon animal; 2nd summon elemental; 3rd summon animal; 3rd summon elemental; 4th marvelous mount; 4th summon animal; 4th summon elemental; 5th summon animal; 5th summon dragon; 5th summon elemental; 6th marvelous mount; 6th summon animal; 6th summon dragon; 6th summon elemental.","staves.staff-of-the-dead.name":"Staff of the Dead","staves.staff-of-the-dead.description":"Creatures you summon with it gain temporary Hit Points equal to the spell's rank. Spells: cantrip void warp; 1st grim tendrils; 1st summon undead; 2nd peaceful rest; 2nd summon undead.","staves.staff-of-the-dead-greater.name":"Staff of the Dead (Greater)","staves.staff-of-the-dead-greater.description":"Creatures you summon with it gain temporary Hit Points equal to the spell's rank. Spells: cantrip void warp; 1st grim tendrils; 1st summon undead; 2nd peaceful rest; 2nd summon undead; 3rd summon undead; 3rd vampiric feast; 4th summon undead; 4th vision of death.","staves.staff-of-the-dead-major.name":"Staff of the Dead (Major)","staves.staff-of-the-dead-major.description":"Creatures you summon with it gain temporary Hit Points equal to the spell's rank. Spells: cantrip void warp; 1st grim tendrils; 1st summon undead; 2nd peaceful rest; 2nd summon undead; 3rd summon undead; 3rd vampiric feast; 4th summon undead; 4th vision of death; 5th invoke spirits; 5th peaceful rest; 5th summon undead; 6th summon undead; 6th vampiric exsanguination.","staves.staff-of-the-tempest.name":"Staff of the Tempest","staves.staff-of-the-tempest.description":"While you hold it, mist, precipitation and the like don't make things concealed to you. Spells: cantrip electric arc; 1st hydraulic push; 1st thunderstrike; 2nd mist; 2nd resist energy; 2nd thunderstrike.","staves.staff-of-the-tempest-greater.name":"Staff of the Tempest (Greater)","staves.staff-of-the-tempest-greater.description":"While you hold it, mist, precipitation and the like don't make things concealed to you. Spells: cantrip electric arc; 1st hydraulic push; 1st thunderstrike; 2nd mist; 2nd resist energy; 2nd thunderstrike; 3rd lightning bolt; 3rd wall of wind; 4th hydraulic torrent; 4th lightning bolt.","staves.staff-of-the-tempest-major.name":"Staff of the Tempest (Major)","staves.staff-of-the-tempest-major.description":"While you hold it, mist, precipitation and the like don't make things concealed to you. Spells: cantrip electric arc; 1st hydraulic push; 1st thunderstrike; 2nd mist; 2nd resist energy; 2nd thunderstrike; 3rd lightning bolt; 3rd wall of wind; 4th hydraulic torrent; 4th lightning bolt; 5th hydraulic torrent; 5th lightning storm; 6th chain lightning; 6th hydraulic torrent.","staves.staff-of-the-unblinking-eye.name":"Staff of the Unblinking Eye","staves.staff-of-the-unblinking-eye.description":"While you wield it, a +1 status bonus to Perception checks for initiative. Spells: cantrip detect magic; 1st sure strike; 2nd darkvision; 2nd see the unseen; 2nd translate.","staves.staff-of-the-unblinking-eye-greater.name":"Staff of the Unblinking Eye (Greater)","staves.staff-of-the-unblinking-eye-greater.description":"While you wield it, a +1 status bonus to Perception checks for initiative. Spells: cantrip detect magic; 1st sure strike; 2nd darkvision; 2nd see the unseen; 2nd translate; 3rd darkvision; 3rd mind reading; 4th clairvoyance; 4th detect scrying; 4th telepathy.","staves.staff-of-the-unblinking-eye-major.name":"Staff of the Unblinking Eye (Major)","staves.staff-of-the-unblinking-eye-major.description":"While you wield it, a +1 status bonus to Perception checks for initiative. Spells: cantrip detect magic; 1st sure strike; 2nd darkvision; 2nd see the unseen; 2nd translate; 3rd darkvision; 3rd mind reading; 4th clairvoyance; 4th detect scrying; 4th telepathy; 5th mind probe; 5th scouting eye; 6th telepathy; 6th truesight.","staves.verdant-staff.name":"Verdant Staff","staves.verdant-staff.description":"While you wield it, a +2 circumstance bonus to checks to identify plants and fungi. Spells: cantrip tangle vine; 1st runic body; 1st runic weapon; 2nd entangling flora; 2nd oaken resilience; 2nd one with plants; 2nd shape wood.","staves.verdant-staff-greater.name":"Verdant Staff (Greater)","staves.verdant-staff-greater.description":"While you wield it, a +2 circumstance bonus to checks to identify plants and fungi. Spells: cantrip tangle vine; 1st runic body; 1st runic weapon; 2nd entangling flora; 2nd oaken resilience; 2nd one with plants; 2nd shape wood; 3rd wall of thorns; 3rd speak with plants; 4th oaken resilience; 4th speak with plants; 5th plant form; 5th wall of thorns.","wands.magic-wand-1st-rank-spell.name":"Magic Wand (1st-rank Spell)","wands.magic-wand-1st-rank-spell.description":"Holds a spell of rank 1 or lower, cast at rank 1. Cast a Spell from it once per day; overcharge it to cast again (DC 10 flat check: a success breaks it, a failure destroys it). It holds one spell of its rank, picked when it is made.","wands.magic-wand-1st-rank-spell.choices.spell.prompt":"Which spell does the wand hold?","wands.magic-wand-2nd-rank-spell.name":"Magic Wand (2nd-rank Spell)","wands.magic-wand-2nd-rank-spell.description":"Holds a spell of rank 2 or lower, cast at rank 2. Cast a Spell from it once per day; overcharge it to cast again (DC 10 flat check: a success breaks it, a failure destroys it). It holds one spell of its rank, picked when it is made.","wands.magic-wand-2nd-rank-spell.choices.spell.prompt":"Which spell does the wand hold?","wands.magic-wand-3rd-rank-spell.name":"Magic Wand (3rd-rank Spell)","wands.magic-wand-3rd-rank-spell.description":"Holds a spell of rank 3 or lower, cast at rank 3. Cast a Spell from it once per day; overcharge it to cast again (DC 10 flat check: a success breaks it, a failure destroys it). It holds one spell of its rank, picked when it is made.","wands.magic-wand-3rd-rank-spell.choices.spell.prompt":"Which spell does the wand hold?","wands.magic-wand-4th-rank-spell.name":"Magic Wand (4th-rank Spell)","wands.magic-wand-4th-rank-spell.description":"Holds a spell of rank 4 or lower, cast at rank 4. Cast a Spell from it once per day; overcharge it to cast again (DC 10 flat check: a success breaks it, a failure destroys it). It holds one spell of its rank, picked when it is made.","wands.magic-wand-4th-rank-spell.choices.spell.prompt":"Which spell does the wand hold?","wands.magic-wand-5th-rank-spell.name":"Magic Wand (5th-rank Spell)","wands.magic-wand-5th-rank-spell.description":"Holds a spell of rank 5 or lower, cast at rank 5. Cast a Spell from it once per day; overcharge it to cast again (DC 10 flat check: a success breaks it, a failure destroys it). It holds one spell of its rank, picked when it is made.","wands.magic-wand-5th-rank-spell.choices.spell.prompt":"Which spell does the wand hold?","wands.magic-wand-6th-rank-spell.name":"Magic Wand (6th-rank Spell)","wands.magic-wand-6th-rank-spell.description":"Holds a spell of rank 6 or lower, cast at rank 6. Cast a Spell from it once per day; overcharge it to cast again (DC 10 flat check: a success breaks it, a failure destroys it). It holds one spell of its rank, picked when it is made.","wands.magic-wand-6th-rank-spell.choices.spell.prompt":"Which spell does the wand hold?","wands.magic-wand-7th-rank-spell.name":"Magic Wand (7th-rank Spell)","wands.magic-wand-7th-rank-spell.description":"Holds a spell of rank 7 or lower, cast at rank 7. Cast a Spell from it once per day; overcharge it to cast again (DC 10 flat check: a success breaks it, a failure destroys it). It holds one spell of its rank, picked when it is made.","wands.magic-wand-7th-rank-spell.choices.spell.prompt":"Which spell does the wand hold?","wands.magic-wand-8th-rank-spell.name":"Magic Wand (8th-rank Spell)","wands.magic-wand-8th-rank-spell.description":"Holds a spell of rank 8 or lower, cast at rank 8. Cast a Spell from it once per day; overcharge it to cast again (DC 10 flat check: a success breaks it, a failure destroys it). It holds one spell of its rank, picked when it is made.","wands.magic-wand-8th-rank-spell.choices.spell.prompt":"Which spell does the wand hold?","wands.magic-wand-9th-rank-spell.name":"Magic Wand (9th-rank Spell)","wands.magic-wand-9th-rank-spell.description":"Holds a spell of rank 9 or lower, cast at rank 9. Cast a Spell from it once per day; overcharge it to cast again (DC 10 flat check: a success breaks it, a failure destroys it). It holds one spell of its rank, picked when it is made.","wands.magic-wand-9th-rank-spell.choices.spell.prompt":"Which spell does the wand hold?","wands.wand-of-continuation-1st-rank-spell.name":"Wand of Continuation (1st-rank Spell)","wands.wand-of-continuation-1st-rank-spell.description":"Holds a spell of rank 1 or lower, cast at rank 1. Cast a Spell from it once per day; overcharge it to cast again (DC 10 flat check: a success breaks it, a failure destroys it). Casting from it takes one more action (1 to 2, 2 to 3), and the spell's duration is increased by half. It holds a spell with a duration.","wands.wand-of-continuation-1st-rank-spell.choices.spell.prompt":"Which spell does the wand hold?","wands.wand-of-continuation-2nd-rank-spell.name":"Wand of Continuation (2nd-rank Spell)","wands.wand-of-continuation-2nd-rank-spell.description":"Holds a spell of rank 2 or lower, cast at rank 2. Cast a Spell from it once per day; overcharge it to cast again (DC 10 flat check: a success breaks it, a failure destroys it). Casting from it takes one more action (1 to 2, 2 to 3), and the spell's duration is increased by half. It holds a spell with a duration.","wands.wand-of-continuation-2nd-rank-spell.choices.spell.prompt":"Which spell does the wand hold?","wands.wand-of-continuation-3rd-rank-spell.name":"Wand of Continuation (3rd-rank Spell)","wands.wand-of-continuation-3rd-rank-spell.description":"Holds a spell of rank 3 or lower, cast at rank 3. Cast a Spell from it once per day; overcharge it to cast again (DC 10 flat check: a success breaks it, a failure destroys it). Casting from it takes one more action (1 to 2, 2 to 3), and the spell's duration is increased by half. It holds a spell with a duration.","wands.wand-of-continuation-3rd-rank-spell.choices.spell.prompt":"Which spell does the wand hold?","wands.wand-of-continuation-4th-rank-spell.name":"Wand of Continuation (4th-rank Spell)","wands.wand-of-continuation-4th-rank-spell.description":"Holds a spell of rank 4 or lower, cast at rank 4. Cast a Spell from it once per day; overcharge it to cast again (DC 10 flat check: a success breaks it, a failure destroys it). Casting from it takes one more action (1 to 2, 2 to 3), and the spell's duration is increased by half. It holds a spell with a duration.","wands.wand-of-continuation-4th-rank-spell.choices.spell.prompt":"Which spell does the wand hold?","wands.wand-of-continuation-5th-rank-spell.name":"Wand of Continuation (5th-rank Spell)","wands.wand-of-continuation-5th-rank-spell.description":"Holds a spell of rank 5 or lower, cast at rank 5. Cast a Spell from it once per day; overcharge it to cast again (DC 10 flat check: a success breaks it, a failure destroys it). Casting from it takes one more action (1 to 2, 2 to 3), and the spell's duration is increased by half. It holds a spell with a duration.","wands.wand-of-continuation-5th-rank-spell.choices.spell.prompt":"Which spell does the wand hold?","wands.wand-of-continuation-6th-rank-spell.name":"Wand of Continuation (6th-rank Spell)","wands.wand-of-continuation-6th-rank-spell.description":"Holds a spell of rank 6 or lower, cast at rank 6. Cast a Spell from it once per day; overcharge it to cast again (DC 10 flat check: a success breaks it, a failure destroys it). Casting from it takes one more action (1 to 2, 2 to 3), and the spell's duration is increased by half. It holds a spell with a duration.","wands.wand-of-continuation-6th-rank-spell.choices.spell.prompt":"Which spell does the wand hold?","wands.wand-of-continuation-7th-rank-spell.name":"Wand of Continuation (7th-rank Spell)","wands.wand-of-continuation-7th-rank-spell.description":"Holds a spell of rank 7 or lower, cast at rank 7. Cast a Spell from it once per day; overcharge it to cast again (DC 10 flat check: a success breaks it, a failure destroys it). Casting from it takes one more action (1 to 2, 2 to 3), and the spell's duration is increased by half. It holds a spell with a duration.","wands.wand-of-continuation-7th-rank-spell.choices.spell.prompt":"Which spell does the wand hold?","wands.wand-of-continuation-8th-rank-spell.name":"Wand of Continuation (8th-rank Spell)","wands.wand-of-continuation-8th-rank-spell.description":"Holds a spell of rank 8 or lower, cast at rank 8. Cast a Spell from it once per day; overcharge it to cast again (DC 10 flat check: a success breaks it, a failure destroys it). Casting from it takes one more action (1 to 2, 2 to 3), and the spell's duration is increased by half. It holds a spell with a duration.","wands.wand-of-continuation-8th-rank-spell.choices.spell.prompt":"Which spell does the wand hold?","wands.wand-of-crackling-lightning-3rd-rank-spell.name":"Wand of Crackling Lightning (3rd-Rank Spell)","wands.wand-of-crackling-lightning-3rd-rank-spell.description":"A wand of 3rd-rank lightning bolt. You cast lightning bolt, but its area is two adjacent parallel lines, and creatures that fail the save are off-guard for 1 round.","wands.wand-of-crackling-lightning-4th-rank-spell.name":"Wand of Crackling Lightning (4th-Rank Spell)","wands.wand-of-crackling-lightning-4th-rank-spell.description":"A wand of 4th-rank lightning bolt. You cast lightning bolt, but its area is two adjacent parallel lines, and creatures that fail the save are off-guard for 1 round.","wands.wand-of-crackling-lightning-6th-rank-spell.name":"Wand of Crackling Lightning (6th-Rank Spell)","wands.wand-of-crackling-lightning-6th-rank-spell.description":"A wand of 6th-rank lightning bolt. You cast lightning bolt, but its area is two adjacent parallel lines, and creatures that fail the save are off-guard for 1 round.","wands.wand-of-crackling-lightning-8th-rank-spell.name":"Wand of Crackling Lightning (8th-Rank Spell)","wands.wand-of-crackling-lightning-8th-rank-spell.description":"A wand of 8th-rank lightning bolt. You cast lightning bolt, but its area is two adjacent parallel lines, and creatures that fail the save are off-guard for 1 round.","wands.wand-of-hopeless-night-2nd-rank-spell.name":"Wand of Hopeless Night (2nd-Rank Spell)","wands.wand-of-hopeless-night-2nd-rank-spell.description":"A wand of 2nd-rank darkness. You cast darkness; a creature ending its turn in it must succeed at a DC 20 Will save or be frightened 1 (2 on a critical failure).","wands.wand-of-hopeless-night-4th-rank-spell.name":"Wand of Hopeless Night (4th-Rank Spell)","wands.wand-of-hopeless-night-4th-rank-spell.description":"A wand of 4th-rank darkness. You cast darkness; a creature ending its turn in it must succeed at a DC 27 Will save or be frightened 1 (2 on a critical failure).","wands.wand-of-overflowing-life-3rd-rank-spell.name":"Wand of Overflowing Life (3rd-Rank Spell)","wands.wand-of-overflowing-life-3rd-rank-spell.description":"A wand of 3rd-rank heal. You cast heal; at the start of your next turn it heals you as the 1-action heal of the same rank (once per turn).","wands.wand-of-overflowing-life-4th-rank-spell.name":"Wand of Overflowing Life (4th-Rank Spell)","wands.wand-of-overflowing-life-4th-rank-spell.description":"A wand of 4th-rank heal. You cast heal; at the start of your next turn it heals you as the 1-action heal of the same rank (once per turn).","wands.wand-of-overflowing-life-5th-rank-spell.name":"Wand of Overflowing Life (5th-Rank Spell)","wands.wand-of-overflowing-life-5th-rank-spell.description":"A wand of 5th-rank heal. You cast heal; at the start of your next turn it heals you as the 1-action heal of the same rank (once per turn).","wands.wand-of-overflowing-life-6th-rank-spell.name":"Wand of Overflowing Life (6th-Rank Spell)","wands.wand-of-overflowing-life-6th-rank-spell.description":"A wand of 6th-rank heal. You cast heal; at the start of your next turn it heals you as the 1-action heal of the same rank (once per turn).","wands.wand-of-overflowing-life-7th-rank-spell.name":"Wand of Overflowing Life (7th-Rank Spell)","wands.wand-of-overflowing-life-7th-rank-spell.description":"A wand of 7th-rank heal. You cast heal; at the start of your next turn it heals you as the 1-action heal of the same rank (once per turn).","wands.wand-of-overflowing-life-8th-rank-spell.name":"Wand of Overflowing Life (8th-Rank Spell)","wands.wand-of-overflowing-life-8th-rank-spell.description":"A wand of 8th-rank heal. You cast heal; at the start of your next turn it heals you as the 1-action heal of the same rank (once per turn).","wands.wand-of-shardstorm-1st-rank-spell.name":"Wand of Shardstorm (1st-rank Spell)","wands.wand-of-shardstorm-1st-rank-spell.description":"A wand of 1st-rank force barrage. After you cast force barrage from it, at the start of each of your turns for 1 minute it fires the 1-action version again (choose targets each time), while you wield it.","wands.wand-of-shardstorm-3rd-rank-spell.name":"Wand of Shardstorm (3rd-rank Spell)","wands.wand-of-shardstorm-3rd-rank-spell.description":"A wand of 3rd-rank force barrage. After you cast force barrage from it, at the start of each of your turns for 1 minute it fires the 1-action version again (choose targets each time), while you wield it.","wands.wand-of-shardstorm-5th-rank-spell.name":"Wand of Shardstorm (5th-rank Spell)","wands.wand-of-shardstorm-5th-rank-spell.description":"A wand of 5th-rank force barrage. After you cast force barrage from it, at the start of each of your turns for 1 minute it fires the 1-action version again (choose targets each time), while you wield it.","wands.wand-of-shardstorm-7th-rank-spell.name":"Wand of Shardstorm (7th-rank Spell)","wands.wand-of-shardstorm-7th-rank-spell.description":"A wand of 7th-rank force barrage. After you cast force barrage from it, at the start of each of your turns for 1 minute it fires the 1-action version again (choose targets each time), while you wield it.","wands.wand-of-slaughter-7th-rank-spell.name":"Wand of Slaughter (7th-Rank Spell)","wands.wand-of-slaughter-7th-rank-spell.description":"A wand of 7th-rank execute. You cast execute; if it kills a living target, the corpse deals void damage equal to double the spell's rank to creatures within 20 feet.","wands.wand-of-slaughter-8th-rank-spell.name":"Wand of Slaughter (8th-Rank Spell)","wands.wand-of-slaughter-8th-rank-spell.description":"A wand of 8th-rank execute. You cast execute; if it kills a living target, the corpse deals void damage equal to double the spell's rank to creatures within 20 feet.","wands.wand-of-slaughter-9th-rank-spell.name":"Wand of Slaughter (9th-Rank Spell)","wands.wand-of-slaughter-9th-rank-spell.description":"A wand of 9th-rank execute. You cast execute; if it kills a living target, the corpse deals void damage equal to double the spell's rank to creatures within 20 feet.","wands.wand-of-smoldering-fireballs-3rd-rank-spell.name":"Wand of Smoldering Fireballs (3rd-Rank Spell)","wands.wand-of-smoldering-fireballs-3rd-rank-spell.description":"A wand of 3rd-rank fireball. You cast fireball; each creature that fails its save takes 1d6 persistent fire damage.","wands.wand-of-smoldering-fireballs-5th-rank-spell.name":"Wand of Smoldering Fireballs (5th-Rank Spell)","wands.wand-of-smoldering-fireballs-5th-rank-spell.description":"A wand of 5th-rank fireball. You cast fireball; each creature that fails its save takes 2d6 persistent fire damage.","wands.wand-of-smoldering-fireballs-7th-rank-spell.name":"Wand of Smoldering Fireballs (7th-Rank Spell)","wands.wand-of-smoldering-fireballs-7th-rank-spell.description":"A wand of 7th-rank fireball. You cast fireball; each creature that fails its save takes 3d6 persistent fire damage.","wands.wand-of-smoldering-fireballs-9th-rank-spell.name":"Wand of Smoldering Fireballs (9th-Rank Spell)","wands.wand-of-smoldering-fireballs-9th-rank-spell.description":"A wand of 9th-rank fireball. You cast fireball; each creature that fails its save takes 4d6 persistent fire damage.","wands.wand-of-widening-1st-rank-spell.name":"Wand of Widening (1st-rank Spell)","wands.wand-of-widening-1st-rank-spell.description":"Holds a spell of rank 1 or lower, cast at rank 1. Cast a Spell from it once per day; overcharge it to cast again (DC 10 flat check: a success breaks it, a failure destroys it). Casting from it takes one more action (1 to 2, 2 to 3), and the spell's area grows: +5 feet to a burst of at least 10 feet, +5 feet to a cone or line of 15 feet or less, +10 feet to a longer one. It holds a spell with an area.","wands.wand-of-widening-1st-rank-spell.choices.spell.prompt":"Which spell does the wand hold?","wands.wand-of-widening-2nd-rank-spell.name":"Wand of Widening (2nd-rank Spell)","wands.wand-of-widening-2nd-rank-spell.description":"Holds a spell of rank 2 or lower, cast at rank 2. Cast a Spell from it once per day; overcharge it to cast again (DC 10 flat check: a success breaks it, a failure destroys it). Casting from it takes one more action (1 to 2, 2 to 3), and the spell's area grows: +5 feet to a burst of at least 10 feet, +5 feet to a cone or line of 15 feet or less, +10 feet to a longer one. It holds a spell with an area.","wands.wand-of-widening-2nd-rank-spell.choices.spell.prompt":"Which spell does the wand hold?","wands.wand-of-widening-3rd-rank-spell.name":"Wand of Widening (3rd-rank Spell)","wands.wand-of-widening-3rd-rank-spell.description":"Holds a spell of rank 3 or lower, cast at rank 3. Cast a Spell from it once per day; overcharge it to cast again (DC 10 flat check: a success breaks it, a failure destroys it). Casting from it takes one more action (1 to 2, 2 to 3), and the spell's area grows: +5 feet to a burst of at least 10 feet, +5 feet to a cone or line of 15 feet or less, +10 feet to a longer one. It holds a spell with an area.","wands.wand-of-widening-3rd-rank-spell.choices.spell.prompt":"Which spell does the wand hold?","wands.wand-of-widening-4th-rank-spell.name":"Wand of Widening (4th-rank Spell)","wands.wand-of-widening-4th-rank-spell.description":"Holds a spell of rank 4 or lower, cast at rank 4. Cast a Spell from it once per day; overcharge it to cast again (DC 10 flat check: a success breaks it, a failure destroys it). Casting from it takes one more action (1 to 2, 2 to 3), and the spell's area grows: +5 feet to a burst of at least 10 feet, +5 feet to a cone or line of 15 feet or less, +10 feet to a longer one. It holds a spell with an area.","wands.wand-of-widening-4th-rank-spell.choices.spell.prompt":"Which spell does the wand hold?","wands.wand-of-widening-5th-rank-spell.name":"Wand of Widening (5th-rank Spell)","wands.wand-of-widening-5th-rank-spell.description":"Holds a spell of rank 5 or lower, cast at rank 5. Cast a Spell from it once per day; overcharge it to cast again (DC 10 flat check: a success breaks it, a failure destroys it). Casting from it takes one more action (1 to 2, 2 to 3), and the spell's area grows: +5 feet to a burst of at least 10 feet, +5 feet to a cone or line of 15 feet or less, +10 feet to a longer one. It holds a spell with an area.","wands.wand-of-widening-5th-rank-spell.choices.spell.prompt":"Which spell does the wand hold?","wands.wand-of-widening-6th-rank-spell.name":"Wand of Widening (6th-rank Spell)","wands.wand-of-widening-6th-rank-spell.description":"Holds a spell of rank 6 or lower, cast at rank 6. Cast a Spell from it once per day; overcharge it to cast again (DC 10 flat check: a success breaks it, a failure destroys it). Casting from it takes one more action (1 to 2, 2 to 3), and the spell's area grows: +5 feet to a burst of at least 10 feet, +5 feet to a cone or line of 15 feet or less, +10 feet to a longer one. It holds a spell with an area.","wands.wand-of-widening-6th-rank-spell.choices.spell.prompt":"Which spell does the wand hold?","wands.wand-of-widening-7th-rank-spell.name":"Wand of Widening (7th-rank Spell)","wands.wand-of-widening-7th-rank-spell.description":"Holds a spell of rank 7 or lower, cast at rank 7. Cast a Spell from it once per day; overcharge it to cast again (DC 10 flat check: a success breaks it, a failure destroys it). Casting from it takes one more action (1 to 2, 2 to 3), and the spell's area grows: +5 feet to a burst of at least 10 feet, +5 feet to a cone or line of 15 feet or less, +10 feet to a longer one. It holds a spell with an area.","wands.wand-of-widening-7th-rank-spell.choices.spell.prompt":"Which spell does the wand hold?","wands.wand-of-widening-8th-rank-spell.name":"Wand of Widening (8th-rank Spell)","wands.wand-of-widening-8th-rank-spell.description":"Holds a spell of rank 8 or lower, cast at rank 8. Cast a Spell from it once per day; overcharge it to cast again (DC 10 flat check: a success breaks it, a failure destroys it). Casting from it takes one more action (1 to 2, 2 to 3), and the spell's area grows: +5 feet to a burst of at least 10 feet, +5 feet to a cone or line of 15 feet or less, +10 feet to a longer one. It holds a spell with an area.","wands.wand-of-widening-8th-rank-spell.choices.spell.prompt":"Which spell does the wand hold?","wands.wand-of-widening-9th-rank-spell.name":"Wand of Widening (9th-rank Spell)","wands.wand-of-widening-9th-rank-spell.description":"Holds a spell of rank 9 or lower, cast at rank 9. Cast a Spell from it once per day; overcharge it to cast again (DC 10 flat check: a success breaks it, a failure destroys it). Casting from it takes one more action (1 to 2, 2 to 3), and the spell's area grows: +5 feet to a burst of at least 10 feet, +5 feet to a cone or line of 15 feet or less, +10 feet to a longer one. It holds a spell with an area.","wands.wand-of-widening-9th-rank-spell.choices.spell.prompt":"Which spell does the wand hold?","wands.wand-of-the-snowfields-5th-rank-spell.name":"Wand of the Snowfields (5th-Rank Spell)","wands.wand-of-the-snowfields-5th-rank-spell.description":"A wand of 5th-rank howling blizzard. You cast howling blizzard; the snow stays as difficult terrain for 1 minute.","wands.wand-of-the-snowfields-7th-rank-spell.name":"Wand of the Snowfields (7th-Rank Spell)","wands.wand-of-the-snowfields-7th-rank-spell.description":"A wand of 7th-rank howling blizzard. You cast howling blizzard; the snow stays as difficult terrain for 1 minute.","wands.wand-of-the-spider-2nd-rank-spell.name":"Wand of the Spider (2nd-Rank Spell)","wands.wand-of-the-spider-2nd-rank-spell.description":"A wand of 2nd-rank web. You cast web, with toxic strands: a creature that fails its Athletics check or Reflex save to get through takes 1d6 poison damage.","wands.wand-of-the-spider-4th-rank-spell.name":"Wand of the Spider (4th-Rank Spell)","wands.wand-of-the-spider-4th-rank-spell.description":"A wand of 4th-rank web. You cast web, with toxic strands: a creature that fails its Athletics check or Reflex save to get through takes 2d6 plus 1d6 persistent poison damage.","consumables.scroll-1st-rank.name":"Scroll (1st rank)","consumables.scroll-1st-rank.description":"Holds one spell of rank 1 or lower (no cantrips, focus spells or rituals), cast at rank 1 with your spell attack modifier and spell DC if it is on your spell list. Casting it uses the scroll up.","consumables.scroll-1st-rank.choices.spell.prompt":"Which spell is on the scroll?","consumables.scroll-2nd-rank.name":"Scroll (2nd rank)","consumables.scroll-2nd-rank.description":"Holds one spell of rank 2 or lower (no cantrips, focus spells or rituals), cast at rank 2 with your spell attack modifier and spell DC if it is on your spell list. Casting it uses the scroll up.","consumables.scroll-2nd-rank.choices.spell.prompt":"Which spell is on the scroll?","consumables.scroll-3rd-rank.name":"Scroll (3rd rank)","consumables.scroll-3rd-rank.description":"Holds one spell of rank 3 or lower (no cantrips, focus spells or rituals), cast at rank 3 with your spell attack modifier and spell DC if it is on your spell list. Casting it uses the scroll up.","consumables.scroll-3rd-rank.choices.spell.prompt":"Which spell is on the scroll?","consumables.scroll-4th-rank.name":"Scroll (4th rank)","consumables.scroll-4th-rank.description":"Holds one spell of rank 4 or lower (no cantrips, focus spells or rituals), cast at rank 4 with your spell attack modifier and spell DC if it is on your spell list. Casting it uses the scroll up.","consumables.scroll-4th-rank.choices.spell.prompt":"Which spell is on the scroll?","consumables.scroll-5th-rank.name":"Scroll (5th rank)","consumables.scroll-5th-rank.description":"Holds one spell of rank 5 or lower (no cantrips, focus spells or rituals), cast at rank 5 with your spell attack modifier and spell DC if it is on your spell list. Casting it uses the scroll up.","consumables.scroll-5th-rank.choices.spell.prompt":"Which spell is on the scroll?","consumables.scroll-6th-rank.name":"Scroll (6th rank)","consumables.scroll-6th-rank.description":"Holds one spell of rank 6 or lower (no cantrips, focus spells or rituals), cast at rank 6 with your spell attack modifier and spell DC if it is on your spell list. Casting it uses the scroll up.","consumables.scroll-6th-rank.choices.spell.prompt":"Which spell is on the scroll?","consumables.scroll-7th-rank.name":"Scroll (7th rank)","consumables.scroll-7th-rank.description":"Holds one spell of rank 7 or lower (no cantrips, focus spells or rituals), cast at rank 7 with your spell attack modifier and spell DC if it is on your spell list. Casting it uses the scroll up.","consumables.scroll-7th-rank.choices.spell.prompt":"Which spell is on the scroll?","consumables.scroll-8th-rank.name":"Scroll (8th rank)","consumables.scroll-8th-rank.description":"Holds one spell of rank 8 or lower (no cantrips, focus spells or rituals), cast at rank 8 with your spell attack modifier and spell DC if it is on your spell list. Casting it uses the scroll up.","consumables.scroll-8th-rank.choices.spell.prompt":"Which spell is on the scroll?","consumables.scroll-9th-rank.name":"Scroll (9th rank)","consumables.scroll-9th-rank.description":"Holds one spell of rank 9 or lower (no cantrips, focus spells or rituals), cast at rank 9 with your spell attack modifier and spell DC if it is on your spell list. Casting it uses the scroll up.","consumables.scroll-9th-rank.choices.spell.prompt":"Which spell is on the scroll?","consumables.scroll-10th-rank.name":"Scroll (10th rank)","consumables.scroll-10th-rank.description":"Holds one spell of rank 10 or lower (no cantrips, focus spells or rituals), cast at rank 10 with your spell attack modifier and spell DC if it is on your spell list. Casting it uses the scroll up.","consumables.scroll-10th-rank.choices.spell.prompt":"Which spell is on the scroll?","types.wand.options.cast.name":"The wand's daily casting","types.wand.options.overcharge.name":"Overcharge the wand (DC 10 flat check: broken on a success, destroyed on a failure)","types.staff.options.rank1.name":"1 charge from the staff","types.staff.options.rank1-slot.name":"1 charge and a rank-1 spell slot","types.staff.options.rank2.name":"2 charges from the staff","types.staff.options.rank2-slot.name":"1 charge and a rank-2 spell slot","types.staff.options.rank3.name":"3 charges from the staff","types.staff.options.rank3-slot.name":"1 charge and a rank-3 spell slot","types.staff.options.rank4.name":"4 charges from the staff","types.staff.options.rank4-slot.name":"1 charge and a rank-4 spell slot","types.staff.options.rank5.name":"5 charges from the staff","types.staff.options.rank5-slot.name":"1 charge and a rank-5 spell slot","types.staff.options.rank6.name":"6 charges from the staff","types.staff.options.rank6-slot.name":"1 charge and a rank-6 spell slot","types.staff.options.rank7.name":"7 charges from the staff","types.staff.options.rank7-slot.name":"1 charge and a rank-7 spell slot","types.staff.options.rank8.name":"8 charges from the staff","types.staff.options.rank8-slot.name":"1 charge and a rank-8 spell slot","types.staff.options.rank9.name":"9 charges from the staff","types.staff.options.rank9-slot.name":"1 charge and a rank-9 spell slot","types.staff.options.rank10.name":"10 charges from the staff","types.staff.options.rank10-slot.name":"1 charge and a rank-10 spell slot","types.consumable.options.scroll.name":"Read the scroll (it is used up)","types.staff.fields.rank1.name":"1st-rank spells","types.staff.fields.rank2.name":"2nd-rank spells","types.staff.fields.rank3.name":"3rd-rank spells","types.staff.fields.rank4.name":"4th-rank spells","types.staff.fields.rank5.name":"5th-rank spells","types.staff.fields.rank6.name":"6th-rank spells","types.staff.fields.rank7.name":"7th-rank spells","types.staff.fields.rank8.name":"8th-rank spells","types.staff.fields.rank9.name":"9th-rank spells","types.staff.fields.rank10.name":"10th-rank spells","feats.swashbuckler.flashy-dodge.name":"Flashy Dodge","feats.swashbuckler.flashy-dodge.description":"Reaction. Requirement: not encumbered. Trigger: a creature you see targets you with an attack. +2 circumstance bonus to AC against it; if the Strike misses you gain panache until the end of your next turn.","feats.swashbuckler.focused-fascination.name":"Focused Fascination","feats.swashbuckler.focused-fascination.description":"In combat, Fascinating Performance aimed at a single target fascinates it on a success, not only a critical success.","feats.swashbuckler.focused-fascination.prerequisites.fascinating-performance":"Fascinating Performance","feats.swashbuckler.one-for-all.name":"One For All","feats.swashbuckler.one-for-all.description":"One action (auditory, concentrate, emotion, linguistic, mental). An ally within 30 feet: this prepares you to Aid it, and that Aid can use Diplomacy and gains the bravado trait.","feats.swashbuckler.one-for-all.prerequisites.diplomacy":"Trained in Diplomacy","feats.swashbuckler.plummeting-roll.name":"Plummeting Roll","feats.swashbuckler.plummeting-roll.description":"You gain Cat Fall and a reaction: when you fall at least 10 feet unhurt, you land on your feet and Stride up to half your Speed.","feats.swashbuckler.plummeting-roll.prerequisites.acrobatics":"Trained in Acrobatics","feats.swashbuckler.after-you.name":"After You","feats.swashbuckler.after-you.description":"Free action. Trigger: you're about to roll initiative. You don't roll; you go last and gain panache (ties go NPCs first, then as the creatures choose).","feats.swashbuckler.antagonize.name":"Antagonize","feats.swashbuckler.antagonize.description":"A creature you Demoralize can't lower frightened below 1 at the end of its turn until it takes a hostile action against you or can't sense you for a round.","feats.swashbuckler.charmed-life.name":"Charmed Life","feats.swashbuckler.charmed-life.description":"Reaction. Trigger: you attempt a save. +2 circumstance bonus to it; a success gives you panache until the end of your next turn.","feats.swashbuckler.charmed-life.prerequisites.charisma":"Charisma +2","feats.swashbuckler.enjoy-the-show.name":"Enjoy the Show","feats.swashbuckler.enjoy-the-show.description":"When you Perform, you can target one creature within 30 feet with these results (bravado, auditory, linguistic). **Critical Success** -2 circumstance penalty to its attack rolls against others than you until the end of its next turn. **Success** -1. **Critical Failure** +1 circumstance bonus to its attacks against you.","feats.swashbuckler.tumble-behind-swashbuckler.name":"Tumble Behind (Swashbuckler)","feats.swashbuckler.tumble-behind-swashbuckler.description":"A foe you successfully Tumble Through is off-guard to your next attack this turn.","feats.swashbuckler.dastardly-dash.name":"Dastardly Dash","feats.swashbuckler.dastardly-dash.description":"One action, flourish. Stride half your Speed, and Trip (or Dirty Trick) one opponent you pass within reach.","feats.swashbuckler.guardians-deflection.name":"Guardian's Deflection","feats.swashbuckler.guardians-deflection.description":"Reaction. Requirement: one one-handed melee weapon and other hands free. Trigger: an ally in your reach is hit by an attacker you see, and +2 AC would downgrade the hit. Give the ally +2 circumstance to AC against it, then gain panache until the end of your next turn.","feats.swashbuckler.impaling-finisher.name":"Impaling Finisher","feats.swashbuckler.impaling-finisher.description":"One action, finisher. Make a bludgeoning or piercing melee Strike compared against an adjacent foe and the foe directly behind it, damage rolled once; it counts as two attacks.","feats.swashbuckler.leading-dance.name":"Leading Dance","feats.swashbuckler.leading-dance.description":"One action (bravado, move). Requirement: adjacent to an enemy. Performance against its Will DC. **Critical Success** You both move up to 10 feet together, triggering no reactions. **Success** 5 feet. **Failure** You can move 5 feet alone, triggering reactions. **Critical Failure** You fall prone.","feats.swashbuckler.leading-dance.prerequisites.performance":"Trained in Performance","feats.swashbuckler.agile-maneuvers.name":"Agile Maneuvers","feats.swashbuckler.agile-maneuvers.description":"Your Disarm, Grapple, Reposition, Shove and Trip take -4/-8 multiple attack penalties (-3/-6 with an agile weapon while you have panache).","feats.swashbuckler.agile-maneuvers.prerequisites.athletics":"Expert in Athletics","feats.swashbuckler.bleeding-finisher.name":"Bleeding Finisher","feats.swashbuckler.bleeding-finisher.description":"One action, finisher. Make a slashing or piercing Strike; on a hit the target also takes persistent bleed damage equal to your precise strike finisher dice.","feats.swashbuckler.bleeding-finisher.actions.bleeding-finisher.name":"Bleeding Finisher","feats.swashbuckler.bleeding-finisher.actions.bleeding-finisher.steps.weapon.prompt":"Choose a weapon","feats.swashbuckler.distracting-toss.name":"Distracting Toss","feats.swashbuckler.distracting-toss.description":"Two actions (bravado, flourish). Feint a creature within 30 feet even beyond melee reach (off-guard applies to your thrown attacks), then draw and throw a weapon at it; with a free hand you catch the tossed weapon unless the Feint critically failed.","feats.swashbuckler.dual-finisher.name":"Dual Finisher","feats.swashbuckler.dual-finisher.description":"One action, finisher. Requirement: a melee weapon in each hand. Strike two different foes, one with each (the second at -2 unless agile); the penalty rises only after both.","feats.swashbuckler.flashy-roll.name":"Flashy Roll","feats.swashbuckler.flashy-roll.description":"You can use Flashy Dodge before a Reflex save, adding its bonus to the save; when the attack fails or the save succeeds you can Stride up to 10 feet as part of the reaction.","feats.swashbuckler.flashy-roll.prerequisites.flashy-dodge":"Flashy Dodge","feats.swashbuckler.stunning-finisher.name":"Stunning Finisher","feats.swashbuckler.stunning-finisher.description":"One action, finisher. Make a melee Strike; on a hit the foe attempts a Fortitude save against your class DC (incapacitation). **Critical Success** Unaffected. **Success** No reactions until its next turn. **Failure** Stunned 1. **Critical Failure** Stunned 3.","feats.swashbuckler.stunning-finisher.actions.stunning-finisher.name":"Stunning Finisher","feats.swashbuckler.stunning-finisher.actions.stunning-finisher.steps.weapon.prompt":"Choose a weapon","feats.swashbuckler.vivacious-bravado.name":"Vivacious Bravado","feats.swashbuckler.vivacious-bravado.description":"One action. Requirement: you gained panache this turn. Gain temporary Hit Points equal to your level + Charisma until the start of your next turn.","feats.swashbuckler.vivacious-bravado.actions.vivacious-bravado.name":"Vivacious Bravado","feats.swashbuckler.vivacious-bravado.actions.vivacious-bravado.results.vigorous.name":"Temporary Hit Points","feats.swashbuckler.buckler-dance.name":"Buckler Dance","feats.swashbuckler.buckler-dance.description":"Stance. Requirement: a buckler. Your buckler is constantly raised while you meet Raise a Shield's requirements.","feats.swashbuckler.derring-do.name":"Derring-do","feats.swashbuckler.derring-do.description":"While you have panache, you roll twice and take the higher on checks Stylish Combatant's bonus applies to.","feats.swashbuckler.reflexive-riposte.name":"Reflexive Riposte","feats.swashbuckler.reflexive-riposte.description":"At the start of each of your turns you gain an extra reaction usable only for Opportune Riposte.","feats.swashbuckler.reflexive-riposte.prerequisites.riposte":"Opportune Riposte","feats.swashbuckler.stumbling-finisher.name":"Stumbling Finisher","feats.swashbuckler.stumbling-finisher.description":"One action, finisher. Strike; on a hit the target is pushed 5 feet back (10 on a critical hit).","feats.swashbuckler.stumbling-finisher.actions.stumbling-finisher.name":"Stumbling Finisher","feats.swashbuckler.stumbling-finisher.actions.stumbling-finisher.steps.weapon.prompt":"Choose a weapon","feats.swashbuckler.switcheroo.name":"Switcheroo","feats.swashbuckler.switcheroo.description":"Reaction. Requirement: adjacent to an enemy, with panache. Trigger: you're targeted by a ranged attack. Reposition the enemy with these results. **Critical Success** You swap places and it becomes the target. **Success** As critical success, it has lesser cover, and you lose panache. **Failure** You lose panache. **Critical Failure** You're off-guard to the attack and lose panache.","feats.swashbuckler.targeting-finisher.name":"Targeting Finisher","feats.swashbuckler.targeting-finisher.description":"One action, finisher. Choose arm, head or legs and Strike; if you hit and deal damage, until the end of your next turn: arm, enfeebled 2; head, stupefied 2; legs, -10-foot status penalty to Speeds. A critical hit also gives enfeebled 1, stupefied 1 or -5 feet for 1 minute.","feats.swashbuckler.targeting-finisher.actions.targeting-finisher.name":"Targeting Finisher","feats.swashbuckler.targeting-finisher.actions.targeting-finisher.steps.weapon.prompt":"Choose a weapon","feats.swashbuckler.targeting-finisher.actions.targeting-finisher.steps.part.prompt":"Which part?","feats.swashbuckler.targeting-finisher.actions.targeting-finisher.options.arm.name":"Arm (enfeebled 2)","feats.swashbuckler.targeting-finisher.actions.targeting-finisher.options.head.name":"Head (stupefied 2)","feats.swashbuckler.targeting-finisher.actions.targeting-finisher.options.legs.name":"Legs (-10 feet of Speed)","feats.swashbuckler.cheat-death.name":"Cheat Death","feats.swashbuckler.cheat-death.description":"Reaction. Trigger: damage would reduce you to 0 Hit Points. You stay at 1 Hit Point and gain panache but become doomed 1 (or +1), which lasts 10 minutes and can't be reduced.","feats.swashbuckler.get-used-to-disappointment.name":"Get Used to Disappointment","feats.swashbuckler.get-used-to-disappointment.description":"Free action (bravado). Requirement: your turn begins and a target within 30 feet failed an attack or skill check against you on its last turn. Demoralize it; it is then immune for 1 minute.","feats.swashbuckler.get-used-to-disappointment.prerequisites.intimidation":"Expert in Intimidation","feats.swashbuckler.mobile-finisher.name":"Mobile Finisher","feats.swashbuckler.mobile-finisher.description":"One action, finisher. Stride (or Burrow, Climb, Fly or Swim), then Strike.","feats.swashbuckler.mobile-finisher.actions.mobile-finisher.name":"Mobile Finisher","feats.swashbuckler.mobile-finisher.actions.mobile-finisher.steps.weapon.prompt":"Choose a weapon","feats.swashbuckler.the-bigger-they-are.name":"The Bigger They Are","feats.swashbuckler.the-bigger-they-are.description":"One action (bravado). Tumble Through a creature at least one size larger. **Critical Success** You pass through (its squares are difficult terrain); having passed, it has weakness to your precision damage equal to half your level until the end of your turn. **Success** As critical success, only against your next attack. **Failure** Your movement ends, triggering reactions. **Critical Failure** As failure, and you fall prone.","feats.swashbuckler.flamboyant-leap.name":"Flamboyant Leap","feats.swashbuckler.flamboyant-leap.description":"Two actions. Requirement: you can use a finisher. Leap, High Jump or Long Jump (Long Jump DCs, up to double your Speed) and use a one-action finisher without movement during it; you land unhurt if the fall is no farther than the jump.","feats.swashbuckler.flamboyant-leap.prerequisites.flamboyant-athlete":"Flamboyant Athlete","feats.swashbuckler.impossible-riposte.name":"Impossible Riposte","feats.swashbuckler.impossible-riposte.description":"You can Opportune Riposte when a foe outside your reach critically fails an attack against you: against a ranged attack your Strike turns it back, compared with the foe's AC and dealing the attack's damage type.","feats.swashbuckler.impossible-riposte.prerequisites.riposte":"Opportune Riposte","feats.swashbuckler.perfect-finisher.name":"Perfect Finisher","feats.swashbuckler.perfect-finisher.description":"One action, finisher, fortune. Strike, rolling the attack twice and taking the better.","feats.swashbuckler.perfect-finisher.actions.perfect-finisher.name":"Perfect Finisher","feats.swashbuckler.perfect-finisher.actions.perfect-finisher.steps.weapon.prompt":"Choose a weapon","feats.swashbuckler.deadly-grace.name":"Deadly Grace","feats.swashbuckler.deadly-grace.description":"A critical hit with an agile or finesse melee weapon doubles its deadly dice; one without deadly gains deadly d8.","feats.swashbuckler.felicitous-riposte.name":"Felicitous Riposte","feats.swashbuckler.felicitous-riposte.description":"Your Opportune Riposte rolls its attack twice and takes the better (fortune).","feats.swashbuckler.revitalizing-finisher.name":"Revitalizing Finisher","feats.swashbuckler.revitalizing-finisher.description":"One action, finisher. Strike; on a hit you and allies within 30 feet gain temporary Hit Points equal to half your level. **Failure** You alone gain them.","feats.swashbuckler.revitalizing-finisher.actions.revitalizing-finisher.name":"Revitalizing Finisher","feats.swashbuckler.revitalizing-finisher.actions.revitalizing-finisher.steps.weapon.prompt":"Choose a weapon","feats.swashbuckler.incredible-luck.name":"Incredible Luck","feats.swashbuckler.incredible-luck.description":"Charmed Life rolls the save twice (with its +2) and takes the better.","feats.swashbuckler.incredible-luck.prerequisites.charmed-life":"Charmed Life","feats.swashbuckler.lethal-finisher.name":"Lethal Finisher","feats.swashbuckler.lethal-finisher.description":"One action (death, finisher). Strike; on a success, instead of precise strike, the target attempts a Fortitude save against your class DC (one degree worse after a critical hit). **Critical Success** 6 precision damage. **Success** 6d6. **Failure** 12d6. **Critical Failure** 18d6.","feats.swashbuckler.lethal-finisher.prerequisites.precise":"Precise strike 6d6","feats.swashbuckler.lethal-finisher.actions.lethal-finisher.name":"Lethal Finisher","feats.swashbuckler.lethal-finisher.actions.lethal-finisher.steps.weapon.prompt":"Choose a weapon","feats.swashbuckler.parry-and-riposte.name":"Parry and Riposte","feats.swashbuckler.parry-and-riposte.description":"You can Opportune Riposte a foe that merely fails a Strike against you, if you damaged it with a finisher on your last turn and have a circumstance bonus to AC from a parry weapon or Extravagant Parry.","feats.swashbuckler.parry-and-riposte.prerequisites.riposte":"Opportune Riposte","feats.swashbuckler.illimitable-finisher.name":"Illimitable Finisher","feats.swashbuckler.illimitable-finisher.description":"One action, finisher, flourish. Step and use a one-action finisher with the bravado trait; if it gives you panache again, you can use another finisher as part of this action.","feats.swashbuckler.inexhaustible-countermoves.name":"Inexhaustible Countermoves","feats.swashbuckler.inexhaustible-countermoves.description":"At the start of each enemy's turn you gain an extra reaction, that turn only, for Opportune Riposte or Reactive Strike.","feats.swashbuckler.panache-paragon.name":"Panache Paragon","feats.swashbuckler.panache-paragon.description":"You're permanently quickened; the extra action can only be a bravado action.","situational.charmedLife.name":"Charmed Life (a reaction: +2 to this save)","classes.swashbuckler.name":"Swashbuckler","classes.swashbuckler.description":"A daring combatant who fights with flair. Key attribute: Dexterity. 10 Hit Points plus Constitution per level. Expert in Perception, Reflex and Will, trained in Fortitude; trained in simple and martial weapons and unarmed attacks; trained in light armor and unarmored defense; trained in the swashbuckler class DC. Trained in Acrobatics, your style's skill, and 4 skills plus Intelligence.","classes.swashbuckler.choices.style.prompt":"Swashbuckler's style","classes.swashbuckler.choices.style.options.battledancer.name":"Battledancer (Performance; Perform is bravado)","classes.swashbuckler.choices.style.options.braggart.name":"Braggart (Intimidation; Demoralize is bravado)","classes.swashbuckler.choices.style.options.fencer.name":"Fencer (Deception; Create a Diversion and Feint are bravado)","classes.swashbuckler.choices.style.options.gymnast.name":"Gymnast (Athletics; Grapple, Reposition, Shove and Trip are bravado)","classes.swashbuckler.choices.style.options.rascal.name":"Rascal (Thievery; Dirty Trick is bravado)","classes.swashbuckler.choices.style.options.wit.name":"Wit (Diplomacy; Bon Mot is bravado)","classes.swashbuckler.choices.skills.prompt":"Trained skills (4 plus Intelligence)","classes.swashbuckler.choices.class-feat.prompt":"Swashbuckler feat (level {slot})","classes.swashbuckler.choices.skill-feat.prompt":"Skill feat (level {slot})","classes.swashbuckler.choices.stylish-trick-feat.prompt":"Stylish Tricks: an Acrobatics or style skill feat (level {slot})","features.swashbuckler.panache.name":"Panache","features.swashbuckler.panache.description":"You gain panache with bravado actions: Tumble Through and your style's actions. A success on the check gives panache; a failure (not a critical failure) gives panache until the end of your next turn. You lose panache when the encounter ends or when you use a finisher.","features.swashbuckler.panache.actions.bravado.name":"Bravado check","features.swashbuckler.panache.actions.bravado.params.check.name":"Skill","features.swashbuckler.panache.actions.bravado.params.dc.name":"DC","features.swashbuckler.panache.actions.gain-panache.name":"Gain panache","features.swashbuckler.panache.actions.gain-panache.params.brief.name":"Until the end of your next turn","features.swashbuckler.precise-strike.name":"Precise Strike","features.swashbuckler.precise-strike.description":"A Strike with an agile or finesse melee weapon or unarmed attack deals 2 extra precision damage, or 2d6 as part of a finisher. Both rise at 5th, 9th, 13th and 17th level, by 1 and by 1d6.","features.swashbuckler.stylish-combatant.name":"Stylish Combatant","features.swashbuckler.stylish-combatant.description":"A +1 circumstance bonus to skill checks with the bravado trait in combat, and a +5-foot status bonus to your Speeds while you have panache.","features.swashbuckler.confident-finisher.name":"Confident Finisher","features.swashbuckler.confident-finisher.description":"One action, finisher. Make a Strike. On a failure, deal half your precise strike damage, of the weapon's damage type.","features.swashbuckler.confident-finisher.actions.confident-finisher.name":"Confident Finisher","features.swashbuckler.confident-finisher.actions.confident-finisher.steps.weapon.prompt":"Choose a weapon or unarmed attack","features.swashbuckler.fortitude-expertise.name":"Fortitude Expertise","features.swashbuckler.fortitude-expertise.description":"Your Fortitude proficiency becomes expert.","features.swashbuckler.opportune-riposte.name":"Opportune Riposte","features.swashbuckler.opportune-riposte.description":"Reaction, bravado, when an enemy within your reach critically fails a Strike against you: make a melee Strike against it, or Disarm it of the weapon it used.","features.swashbuckler.opportune-riposte.actions.opportune-riposte.name":"Opportune Riposte","features.swashbuckler.opportune-riposte.actions.opportune-riposte.steps.weapon.prompt":"Choose a melee weapon or unarmed attack","features.swashbuckler.stylish-tricks.name":"Stylish Tricks","features.swashbuckler.stylish-tricks.description":"At 3rd, 7th and 15th level, an extra skill increase and an extra skill feat, both for Acrobatics or your style's skill.","features.swashbuckler.vivacious-speed.name":"Vivacious Speed","features.swashbuckler.vivacious-speed.description":"Stylish Combatant's status bonus to your Speeds becomes +10 feet, rising by 5 feet at 7th, 11th, 15th and 19th level. Without panache you get half of it, rounded down to 5 feet.","features.swashbuckler.weapon-expertise.name":"Weapon Expertise","features.swashbuckler.weapon-expertise.description":"Expert in simple and martial weapons and unarmed attacks, with their critical specialization effects.","features.swashbuckler.confident-evasion.name":"Confident Evasion","features.swashbuckler.confident-evasion.description":"Your Reflex proficiency becomes master. A success on a Reflex save is a critical success.","features.swashbuckler.weapon-specialization.name":"Weapon Specialization","features.swashbuckler.weapon-specialization.description":"+2 damage with weapons and unarmed attacks you are expert in, +3 if master, +4 if legendary.","features.swashbuckler.exemplary-finisher.name":"Exemplary Finisher","features.swashbuckler.exemplary-finisher.description":"When a finisher's Strike hits, it adds your style's effect. Battledancer: Step as a free action. Braggart: the foe's temporary immunity to your Demoralize ends. Fencer: the foe is off-guard until your next turn. Gymnast: against a grabbed, restrained or prone foe, a circumstance bonus to damage of twice the weapon damage dice. Rascal: a –10-foot circumstance penalty to the foe's Speed until the start of your next turn. Wit: a –2 circumstance penalty to the foe's attack rolls against you until the start of your next turn.","features.swashbuckler.swashbuckler-expertise.name":"Swashbuckler Expertise","features.swashbuckler.swashbuckler-expertise.description":"Stylish Combatant's bonus becomes +2, and your swashbuckler class DC proficiency expert.","features.swashbuckler.continuous-flair.name":"Continuous Flair","features.swashbuckler.continuous-flair.description":"Stylish Combatant's circumstance bonus also applies in exploration mode.","features.swashbuckler.perception-mastery.name":"Perception Mastery","features.swashbuckler.perception-mastery.description":"Your Perception proficiency becomes master.","features.swashbuckler.assured-evasion.name":"Assured Evasion","features.swashbuckler.assured-evasion.description":"Your Reflex proficiency becomes legendary. A critical failure on a Reflex save is a failure, and a failure against a damaging effect halves the damage.","features.swashbuckler.light-armor-expertise.name":"Light Armor Expertise","features.swashbuckler.light-armor-expertise.description":"Expert in light armor and unarmored defense.","features.swashbuckler.weapon-mastery.name":"Weapon Mastery","features.swashbuckler.weapon-mastery.description":"Master in simple and martial weapons and unarmed attacks.","features.swashbuckler.greater-weapon-specialization.name":"Greater Weapon Specialization","features.swashbuckler.greater-weapon-specialization.description":"Weapon specialization damage becomes +4 at expert, +6 at master and +8 at legendary.","features.swashbuckler.keen-flair.name":"Keen Flair","features.swashbuckler.keen-flair.description":"With a weapon or unarmed attack you're a master in, a natural 19 that succeeds is a critical success.","features.swashbuckler.reinforced-ego.name":"Reinforced Ego","features.swashbuckler.reinforced-ego.description":"Your Will proficiency becomes master. A success on a Will save is a critical success.","features.swashbuckler.eternal-confidence.name":"Eternal Confidence","features.swashbuckler.eternal-confidence.description":"Your swashbuckler class DC proficiency becomes master. A finisher's or Opportune Riposte's Strike can take Confident Finisher's failure effect, with a weapon that could make one.","features.swashbuckler.light-armor-mastery.name":"Light Armor Mastery","features.swashbuckler.light-armor-mastery.description":"Master in light armor and unarmored defense.","feats.swashbuckler.disarming-flair.name":"Disarming Flair","feats.swashbuckler.disarming-flair.description":"Your Disarm actions gain the bravado trait.","feats.swashbuckler.elegant-buckler.name":"Elegant Buckler","feats.swashbuckler.elegant-buckler.description":"A raised buckler's circumstance bonus to AC is +2, and a creature critically missing you with a Strike while it's raised gives you panache until the end of your next turn.","feats.swashbuckler.extravagant-parry.name":"Extravagant Parry","feats.swashbuckler.extravagant-parry.description":"One action, wielding one or more one-handed weapons: a +1 circumstance bonus to AC until the start of your next turn, +2 with a free hand or a parry weapon. A Strike that misses you meanwhile gives you panache until the end of your next turn.","feats.swashbuckler.extravagant-parry.actions.extravagant-parry.name":"Extravagant Parry","feats.swashbuckler.extravagant-parry.actions.extravagant-parry.params.freeHand.name":"A free hand or a parry weapon","feats.swashbuckler.flying-blade.name":"Flying Blade","feats.swashbuckler.flying-blade.description":"Precise strike applies to ranged Strikes with agile or finesse thrown weapons within their first range increment, and those Strikes can be finishers.","feats.swashbuckler.goading-feint.name":"Goading Feint","feats.swashbuckler.goading-feint.description":"When you Feint, you can instead give the target a –2 circumstance penalty to its next attack roll against you before the end of its next turn (every attack roll on a critical success).","feats.swashbuckler.goading-feint.prerequisites.deception":"Trained in Deception","feats.swashbuckler.brandishing-draw.name":"Brandishing Draw","feats.swashbuckler.brandishing-draw.description":"One action. Interact to draw a weapon, then Strike with it or use a one-action finisher.","feats.swashbuckler.brandishing-draw.actions.brandishing-draw.name":"Brandishing Draw","feats.swashbuckler.brandishing-draw.actions.brandishing-draw.steps.weapon.prompt":"Choose the weapon you draw","feats.swashbuckler.finishing-follow-through.name":"Finishing Follow-through","feats.swashbuckler.finishing-follow-through.description":"You gain panache whenever your finisher brings a target to 0 Hit Points.","feats.swashbuckler.retreating-finisher.name":"Retreating Finisher","feats.swashbuckler.retreating-finisher.description":"One action, finisher. Make a melee Strike. On a failure, Step as a free action.","feats.swashbuckler.retreating-finisher.actions.retreating-finisher.name":"Retreating Finisher","feats.swashbuckler.retreating-finisher.actions.retreating-finisher.steps.weapon.prompt":"Choose a melee weapon or unarmed attack","feats.swashbuckler.unbalancing-finisher.name":"Unbalancing Finisher","feats.swashbuckler.unbalancing-finisher.description":"One action, finisher. Make a melee Strike. If it hits and deals damage, the target is off-guard until the end of your next turn.","feats.swashbuckler.unbalancing-finisher.actions.unbalancing-finisher.name":"Unbalancing Finisher","feats.swashbuckler.unbalancing-finisher.actions.unbalancing-finisher.steps.weapon.prompt":"Choose a melee weapon or unarmed attack","feats.swashbuckler.even-the-odds.name":"Even the Odds","feats.swashbuckler.even-the-odds.description":"Free action, once per 10 minutes, when your turn begins while you are flanked: you gain panache until the end of your turn.","feats.swashbuckler.swaggering-initiative.name":"Swaggering Initiative","feats.swashbuckler.swaggering-initiative.description":"A +2 circumstance bonus to initiative, and you can Interact to draw a weapon. If you act first, you gain panache.","feats.swashbuckler.twirling-throw.name":"Twirling Throw","feats.swashbuckler.twirling-throw.description":"One action, finisher. Make a thrown weapon Strike, ignoring the penalty for its second and third range increments. The weapon returns to your hand unless you critically fail.","feats.swashbuckler.twirling-throw.actions.twirling-throw.name":"Twirling Throw","feats.swashbuckler.twirling-throw.actions.twirling-throw.steps.weapon.prompt":"Choose a thrown weapon","feats.swashbuckler.twirling-throw.prerequisites.flying-blade":"Flying Blade","feats.swashbuckler.flamboyant-athlete.name":"Flamboyant Athlete","feats.swashbuckler.flamboyant-athlete.description":"With panache: climb and swim Speeds of half your land Speed, jump DCs 10 lower, and longer Leaps.","feats.swashbuckler.flamboyant-athlete.prerequisites.athletics":"Expert in Athletics","feats.swashbuckler.combination-finisher.name":"Combination Finisher","feats.swashbuckler.combination-finisher.description":"Your finishers' Strikes take a multiple attack penalty of –4 and –8 (–3 and –6 with an agile weapon) instead of –5 and –10.","feats.swashbuckler.precise-finisher.name":"Precise Finisher","feats.swashbuckler.precise-finisher.description":"On a failure with Confident Finisher, you deal your full precise strike damage instead of half.","feats.swashbuckler.vexing-tumble.name":"Vexing Tumble","feats.swashbuckler.vexing-tumble.description":"One action, bravado. Stride up to half your Speed, with an Acrobatics check against the Reflex DC of each enemy whose reach you start in or enter: on a success its reactions don't trigger, and on a critical success it's also off-guard to you until the end of your turn; on a critical failure your movement stops.","effects.panache.name":"Panache","effects.panache.description":"A status bonus to your Speeds; finishers need it and spend it.","effects.extravagant-parry.name":"Extravagant Parry","effects.extravagant-parry.state.value.name":"Bonus to AC","fields.panache.active.name":"Panache","fields.swashbuckler.style.name":"Style","fields.swashbuckler.preciseStrike.name":"Precise strike","tags.bravado.name":"Bravado","tags.finisher.name":"Finisher","effects.panache.state.brief.name":"Until the end of the next turn","fields.coins.cp.name":"Copper pieces","fields.coins.sp.name":"Silver pieces","fields.coins.gp.name":"Gold pieces","fields.coins.pp.name":"Platinum pieces","fields.coins.total.name":"Worth (gp)","fields.investiture.count.name":"Invested items","fields.investiture.max.name":"Investiture limit","fields.investiture.used.name":"Invested today","groups.money.label":"Money","groups.investiture.label":"Investiture","groups.inventory-actions.label":"Inventory","groups.worn-items.label":"Worn items","groups.held-items.label":"Held items","groups.staves.label":"Staves","groups.wands.label":"Wands","constraints.investiture-limit":"You have {invested} items invested; the limit is {limit}.","constraints.container-capacity-held":"A container holds {bulk} Bulk (or too many items); it holds {capacity} Bulk.","constraints.container-capacity-worn":"A container holds {bulk} Bulk (or too many items); it holds {capacity} Bulk.","constraints.one-prepared-staff":"Only one staff can be prepared each day.","tags.money.name":"Money","tags.inventory.name":"Inventory","tags.invest.name":"Investiture","tags.consumable.activate.name":"Activating a consumable","tags.trait.invested.name":"Invested","tags.trait.apex.name":"Apex","tags.trait.staff.name":"Staff","tags.activation.name":"Item activation","tags.trait.arcane.name":"Arcane","tags.trait.unique.name":"Unique","tags.trait.scroll.name":"Scroll","tags.trait.precious.name":"Precious","tags.material.name":"Precious material","tags.material.adamantine.name":"Adamantine","tags.material.cold-iron.name":"Cold iron","tags.material.dawnsilver.name":"Dawnsilver","tags.material.duskwood.name":"Duskwood","tags.material.orichalcum.name":"Orichalcum","tags.material.silver.name":"Silver","tags.material.dragonhide.name":"Dragonhide","tags.trait.expandable.name":"Expandable","tags.trait.kobold.name":"Kobold","tags.trait.mechanical.name":"Mechanical","tags.trait.oil.name":"Oil","tags.trait.snare.name":"Snare","tags.trait.talisman.name":"Talisman","tags.trait.trap.name":"Trap","tags.invest.item.name":"Investing an item","situational.usingSight.name":"The check involves sight","tags.trait.wand.name":"Wand","tags.trait.focused.name":"Focused","tags.trait.companion.name":"Companion","tags.trait.cursed.name":"Cursed","tags.trait.intelligent.name":"Intelligent","tags.trait.artifact.name":"Artifact","tags.trait.structure.name":"Structure","actions.buy.name":"Buy","actions.buy.description":"Buy an item at its full Price, paid from your coins (copper first, then silver, gold and platinum, with change in the coins below the last one paid).","actions.buy.params.quantity.name":"How many","actions.buy.steps.kind.prompt":"What kind of item?","actions.buy.options.weapon.name":"Weapon","actions.buy.options.armor.name":"Armor","actions.buy.options.shield.name":"Shield","actions.buy.options.gear.name":"Adventuring gear","actions.buy.options.consumable.name":"Consumable","actions.buy.options.worn.name":"Worn item","actions.buy.options.held.name":"Held item","actions.buy.options.staff.name":"Staff","actions.buy.options.wand.name":"Wand","actions.buy.steps.weapon.prompt":"Which weapon?","actions.buy.steps.armor.prompt":"Which armor?","actions.buy.steps.shield.prompt":"Which shield?","actions.buy.steps.gear.prompt":"Which gear?","actions.buy.steps.consumable.prompt":"Which consumable?","actions.buy.steps.worn.prompt":"Which worn item?","actions.buy.steps.held.prompt":"Which held item?","actions.buy.steps.staff.prompt":"Which staff?","actions.buy.steps.wand.prompt":"Which wand?","actions.buy.results.bought.name":"Bought","actions.buy.results.cannot-afford.name":"Can't afford it","actions.sell.name":"Sell","actions.sell.description":"Sell this item for half its Price.","actions.sell.params.quantity.name":"How many","actions.sell.results.sold.name":"Sold","actions.invest.name":"Invest an Item","actions.invest.description":"Invest this worn item so its magic works. You can invest up to 10 items a day; the first apex item you invest raises its attribute.","actions.invest.results.invested.name":"Invested","actions.invest.results.limit.name":"Investiture limit reached","actions.divest.name":"Remove investiture","actions.divest.description":"Stop investing this item (it still counts toward today's limit).","actions.divest.results.divested.name":"No longer invested","actions.store.name":"Store","actions.store.description":"Put this item in an extradimensional container, where its Bulk doesn't count.","actions.store.steps.kind.prompt":"Which kind of container?","actions.store.options.held.name":"A held container","actions.store.options.worn.name":"A worn container","actions.store.steps.held.prompt":"Which container?","actions.store.steps.worn.prompt":"Which container?","actions.store.results.stored.name":"Stored","actions.retrieve.name":"Retrieve","actions.retrieve.description":"Take this item out of its container.","actions.retrieve.results.retrieved.name":"Retrieved","actions.activate.name":"Activate","actions.activate.description":"Activate this consumable; it's used up.","actions.activate.results.activated.name":"Activated","actions.affix.name":"Affix a Talisman","actions.affix.description":"Affix this talisman to armor, a weapon or a shield (10 minutes).","actions.affix.steps.kind.prompt":"Affix it to what?","actions.affix.options.armor.name":"Armor","actions.affix.options.weapon.name":"A weapon","actions.affix.options.shield.name":"A shield","actions.affix.steps.armor.prompt":"Which armor?","actions.affix.steps.weapon.prompt":"Which weapon?","actions.affix.steps.shield.prompt":"Which shield?","actions.affix.results.affixed.name":"Affixed","actions.prepare-staff.name":"Prepare a staff","actions.prepare-staff.description":"During your daily preparations, give this staff charges equal to the rank of your highest spell slot. A prepared caster can expend one prepared spell to add charges equal to its rank.","actions.prepare-staff.params.expend.name":"Prepared spell to expend","actions.prepare-staff.results.prepared.name":"Prepared","actions.cast-spell.results.no-use.name":"The item can't cast it now","types.consumable.fields.category.values.scroll.name":"Scroll","types.consumable.fields.category.values.talisman.name":"Talisman","types.consumable.fields.category.values.oil.name":"Oil","types.consumable.fields.category.values.ammunition.name":"Ammunition","types.consumable.fields.category.values.snare.name":"Snare","types.consumable.fields.category.values.other.name":"Consumable","types.consumable.fields.spellRank.name":"Spell rank","types.consumable.fields.affixTo.name":"Affixed to","types.consumable.fields.affixTo.values.none.name":"Nothing","types.consumable.fields.affixTo.values.armor.name":"Armor","types.consumable.fields.affixTo.values.weapon.name":"A weapon","types.consumable.fields.affixTo.values.melee-weapon.name":"A melee weapon","types.consumable.fields.affixTo.values.ranged-weapon.name":"A ranged weapon","types.consumable.fields.affixTo.values.shield.name":"A shield","types.consumable.fields.affixTo.values.shield-or-weapon.name":"A shield or weapon","types.consumable.fields.activation.name":"Activation","types.consumable.fields.activation.values.none.name":"—","types.consumable.fields.activation.values.free.name":"Free action","types.consumable.fields.activation.values.reaction.name":"Reaction","types.consumable.fields.activation.values.one.name":"1 action","types.consumable.fields.activation.values.two.name":"2 actions","types.consumable.fields.activation.values.three.name":"3 actions","types.consumable.fields.activation.values.cast.name":"Cast a Spell","types.consumable.fields.activation.values.one-minute.name":"1 minute","types.consumable.fields.activation.values.ten-minutes.name":"10 minutes","types.consumable.fields.activation.values.one-hour.name":"1 hour","types.consumable.state.affixed.name":"Affixed to","types.consumable.state.copy.name":"On the item","actions.activate.params.copy.name":"The weapon or armor","actions.activate.params.copy.description":"For an oil put on a weapon or armor (an oil of potency), the copy it goes on.","types.consumable.state.container.name":"Stored in","types.weapon.state.used.name":"Activations used today","types.weapon.state.container.name":"Stored in","types.armor.state.invested.name":"Invested","types.armor.state.used.name":"Activations used today","types.armor.state.container.name":"Stored in","types.shield.state.used.name":"Activations used today","types.shield.state.container.name":"Stored in","types.gear.state.container.name":"Stored in","types.worn.name":"Worn item","types.worn.block":"**{name}** — *Item {level}* · {usage_name}{has_tags, select, true { · {tags_name}} other {}}{activation, select, none {} other { · Activate {activation_name}{frequency, select, none {} other {, {frequency_name}}}}}{has_capacity, select, true { · Holds {capacity} Bulk} other {}}{bulk, plural, =0 {} other { · Bulk {bulk_name}}}{has_price, select, true { · {price} gp} other {}}","types.worn.fields.level.name":"Level","types.worn.fields.price.name":"Price","types.worn.fields.bulk.name":"Bulk","types.worn.fields.bulk.values.0.1.name":"L","types.worn.fields.usage.name":"Usage","types.worn.fields.activation.name":"Activation","types.worn.fields.frequency.name":"Frequency","types.worn.fields.capacity.name":"Capacity (Bulk)","types.worn.fields.capacityItems.name":"Capacity (items)","types.worn.state.invested.name":"Invested","types.worn.state.apex.name":"Apex attribute increase","types.worn.state.used.name":"Activations used today","types.worn.state.container.name":"Stored in","types.worn.fields.usage.values.worn.name":"Worn","types.worn.fields.usage.values.amulet.name":"Worn amulet","types.worn.fields.usage.values.anklets.name":"Worn anklets","types.worn.fields.usage.values.armbands.name":"Worn armbands","types.worn.fields.usage.values.backpack.name":"Worn backpack","types.worn.fields.usage.values.belt.name":"Worn belt","types.worn.fields.usage.values.bracelet.name":"Worn bracelet","types.worn.fields.usage.values.bracers.name":"Worn bracers","types.worn.fields.usage.values.circlet.name":"Worn circlet","types.worn.fields.usage.values.cloak.name":"Worn cloak","types.worn.fields.usage.values.collar.name":"Worn collar","types.worn.fields.usage.values.eyepiece.name":"Worn eyepiece","types.worn.fields.usage.values.garment.name":"Worn garment","types.worn.fields.usage.values.gloves.name":"Worn gloves","types.worn.fields.usage.values.headwear.name":"Worn headwear","types.worn.fields.usage.values.horseshoes.name":"Worn horseshoes","types.worn.fields.usage.values.barding.name":"Worn barding","types.worn.fields.usage.values.mask.name":"Worn mask","types.worn.fields.usage.values.necklace.name":"Worn necklace","types.worn.fields.usage.values.ring.name":"Worn ring","types.worn.fields.usage.values.shoes.name":"Worn shoes","types.worn.fields.activation.values.none.name":"—","types.worn.fields.activation.values.free.name":"free action","types.worn.fields.activation.values.reaction.name":"reaction","types.worn.fields.activation.values.one.name":"1 action","types.worn.fields.activation.values.two.name":"2 actions","types.worn.fields.activation.values.three.name":"3 actions","types.worn.fields.activation.values.cast.name":"Cast a Spell","types.worn.fields.activation.values.one-minute.name":"1 minute","types.worn.fields.activation.values.ten-minutes.name":"10 minutes","types.worn.fields.activation.values.one-hour.name":"1 hour","types.worn.fields.frequency.values.none.name":"at will","types.worn.fields.frequency.values.once-per-round.name":"once per round","types.worn.fields.frequency.values.once-per-minute.name":"once per minute","types.worn.fields.frequency.values.once-per-ten-minutes.name":"once per 10 minutes","types.worn.fields.frequency.values.once-per-hour.name":"once per hour","types.worn.fields.frequency.values.once-per-day.name":"once per day","types.held.name":"Held item","types.held.block":"**{name}** — *Item {level}* · Held in {hands, plural, =0 {no hands} one {1 hand} other {# hands}}{has_tags, select, true { · {tags_name}} other {}}{activation, select, none {} other { · Activate {activation_name}{frequency, select, none {} other {, {frequency_name}}}}}{has_capacity, select, true { · Holds {capacity} Bulk} other {}}{bulk, plural, =0 {} other { · Bulk {bulk_name}}}{has_price, select, true { · {price} gp} other {}}","types.held.fields.level.name":"Level","types.held.fields.price.name":"Price","types.held.fields.bulk.name":"Bulk","types.held.fields.bulk.values.0.1.name":"L","types.held.fields.hands.name":"Hands","types.held.fields.activation.name":"Activation","types.held.fields.frequency.name":"Frequency","types.held.fields.capacity.name":"Capacity (Bulk)","types.held.fields.capacityItems.name":"Capacity (items)","types.held.state.invested.name":"Invested","types.held.state.used.name":"Activations used today","types.held.state.container.name":"Stored in","types.held.fields.activation.values.none.name":"—","types.held.fields.activation.values.free.name":"free action","types.held.fields.activation.values.reaction.name":"reaction","types.held.fields.activation.values.one.name":"1 action","types.held.fields.activation.values.two.name":"2 actions","types.held.fields.activation.values.three.name":"3 actions","types.held.fields.activation.values.cast.name":"Cast a Spell","types.held.fields.activation.values.one-minute.name":"1 minute","types.held.fields.activation.values.ten-minutes.name":"10 minutes","types.held.fields.activation.values.one-hour.name":"1 hour","types.held.fields.frequency.values.none.name":"at will","types.held.fields.frequency.values.once-per-round.name":"once per round","types.held.fields.frequency.values.once-per-minute.name":"once per minute","types.held.fields.frequency.values.once-per-ten-minutes.name":"once per 10 minutes","types.held.fields.frequency.values.once-per-hour.name":"once per hour","types.held.fields.frequency.values.once-per-day.name":"once per day","types.staff.name":"Staff","types.staff.block":"**{name}** — *Staff {level}*{tradition, select, any {} other { · {tradition_name}}}{has_tags, select, true { · {tags_name}} other {}} · Held in 1 hand · Bulk {bulk_name}{has_price, select, true { · {price} gp} other {}}","types.staff.fields.level.name":"Level","types.staff.fields.price.name":"Price","types.staff.fields.bulk.name":"Bulk","types.staff.fields.bulk.values.0.1.name":"L","types.staff.fields.tradition.name":"Tradition","types.staff.fields.tradition.values.any.name":"Any tradition","types.staff.fields.tradition.values.arcane.name":"Arcane","types.staff.fields.tradition.values.divine.name":"Divine","types.staff.fields.tradition.values.occult.name":"Occult","types.staff.fields.tradition.values.primal.name":"Primal","types.staff.state.charges.name":"Charges","types.staff.state.prepared.name":"Prepared today","types.staff.state.container.name":"Stored in","types.wand.name":"Wand","types.wand.block":"**{name}** — *Wand {level}* · {spellRank, selectordinal, one {#st} two {#nd} few {#rd} other {#th}}-rank spell{has_tags, select, true { · {tags_name}} other {}} · Activate Cast a Spell, once per day plus overcharge{has_price, select, true { · {price} gp} other {}}","types.wand.fields.level.name":"Level","types.wand.fields.price.name":"Price","types.wand.fields.bulk.name":"Bulk","types.wand.fields.bulk.values.0.1.name":"L","types.wand.fields.spellRank.name":"Spell rank","types.wand.state.castToday.name":"Cast today","types.wand.state.overcharged.name":"Overcharged today","types.wand.state.broken.name":"Broken","types.wand.state.container.name":"Stored in","types.consumable.fields.save.name":"Save","types.consumable.fields.save.values.reflex.name":"Reflex","types.consumable.fields.save.values.fortitude.name":"Fortitude","types.consumable.fields.save.values.will.name":"Will","actions.spring-snare.name":"Spring the snare","actions.spring-snare.description":"A creature triggers this snare: its damage is rolled, each creature caught attempts the save and takes damage by its result (a basic save); the snare is used up.","actions.spring-snare.participants.target.name":"Creatures 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skills.","types.ritual.fields.primaryRank.name":"Primary check proficiency","types.ritual.fields.primaryRank.description":"The proficiency rank the primary check needs (1 trained to 4 legendary).","types.ritual.fields.secondaryCasters.name":"Secondary casters","types.ritual.fields.range.name":"Range (ft)","types.ritual.fields.area.name":"Area","types.ritual.fields.areaSize.name":"Area size (ft)","types.ritual.fields.targets.name":"Targets","types.ritual.fields.duration.name":"Duration","types.ritual.fields.durationAmount.name":"Duration amount","types.ritual.fields.durationAmount.description":"How many of the duration unit.","types.spell.fields.rank.name":"Rank","types.spell.fields.cast.name":"Actions to cast","types.spell.fields.range.name":"Range (ft)","types.spell.fields.range.description":"0 for touch.","types.spell.fields.area.name":"Area","types.spell.fields.areaSize.name":"Area size 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9th.","types.weapon.fields.category.name":"Category","types.weapon.fields.group.name":"Group","types.weapon.fields.damage.name":"Damage","types.weapon.fields.damageType.name":"Damage type","types.weapon.fields.hands.name":"Hands","types.weapon.fields.range.name":"Range increment (ft)","types.weapon.fields.range.description":"0 for a melee weapon.","types.weapon.fields.thrown.name":"Thrown range (ft)","types.weapon.fields.thrown.description":"The thrown trait; 0 for none.","types.weapon.fields.deadly.name":"Deadly","types.weapon.fields.fatal.name":"Fatal","types.weapon.fields.twoHand.name":"Two-hand","types.weapon.fields.twoHand.description":"The damage die used in two hands.","types.weapon.fields.versatile.name":"Versatile","types.weapon.fields.versatile.description":"The other damage type it can deal.","types.weapon.fields.volley.name":"Volley (ft)","types.weapon.fields.volley.description":"Its attacks take a penalty within this range.","types.weapon.fields.reload.name":"Reload","types.weapon.fields.bulk.name":"Bulk","types.weapon.fields.bulk.description":"0.1 for light Bulk.","types.weapon.fields.price.name":"Price (gp)","types.weapon.fields.ownDice.name":"Dice of its 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used","types.condition.state.damageType.values.acid.name":"Acid","types.condition.state.damageType.values.bleed.name":"Bleed","types.condition.state.damageType.values.bludgeoning.name":"Bludgeoning","types.condition.state.damageType.values.cold.name":"Cold","types.condition.state.damageType.values.electricity.name":"Electricity","types.condition.state.damageType.values.fire.name":"Fire","types.condition.state.damageType.values.mental.name":"Mental","types.condition.state.damageType.values.piercing.name":"Piercing","types.condition.state.damageType.values.poison.name":"Poison","types.condition.state.damageType.values.slashing.name":"Slashing","types.condition.state.damageType.values.sonic.name":"Sonic","types.condition.state.damageType.values.spirit.name":"Spirit","types.condition.state.damageType.values.vitality.name":"Vitality","types.condition.state.damageType.values.void.name":"Void","types.spell.state.damageType.values.acid.name":"Acid","types.spell.state.damageType.values.bleed.name":"Bleed","types.spell.state.damageType.values.bludgeoning.name":"Bludgeoning","types.spell.state.damageType.values.cold.name":"Cold","types.spell.state.damageType.values.electricity.name":"Electricity","types.spell.state.damageType.values.fire.name":"Fire","types.spell.state.damageType.values.force.name":"Force","types.spell.state.damageType.values.mental.name":"Mental","types.spell.state.damageType.values.piercing.name":"Piercing","types.spell.state.damageType.values.poison.name":"Poison","types.spell.state.damageType.values.slashing.name":"Slashing","types.spell.state.damageType.values.sonic.name":"Sonic","types.spell.state.damageType.values.spirit.name":"Spirit","types.spell.state.damageType.values.vitality.name":"Vitality","types.spell.state.damageType.values.void.name":"Void","types.weapon.state.wielding.values.one-hand.name":"One 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font","fields.spellcasting.font.values.harm.name":"Harmful font","fields.spellcasting.kind.values.none.name":"None","fields.spellcasting.kind.values.prepared.name":"Prepared","fields.spellcasting.kind.values.spontaneous.name":"Spontaneous","fields.spellcasting.tradition.values.none.name":"None","fields.spellcasting.tradition.values.arcane.name":"Arcane","fields.spellcasting.tradition.values.divine.name":"Divine","fields.spellcasting.tradition.values.occult.name":"Occult","fields.spellcasting.tradition.values.primal.name":"Primal","fields.stance.current.values.none.name":"None","fields.stance.current.values.cobra.name":"Cobra Stance","fields.stance.current.values.crane.name":"Crane Stance","fields.stance.current.values.dragon.name":"Dragon Stance","fields.stance.current.values.mountain.name":"Mountain Stance","fields.stance.current.values.tiger.name":"Tiger Stance","fields.stance.current.values.wolf.name":"Wolf Stance","fields.swashbuckler.style.values.none.name":"None","fields.swashbuckler.style.values.battledancer.name":"Battledancer","fields.swashbuckler.style.values.braggart.name":"Braggart","fields.swashbuckler.style.values.fencer.name":"Fencer","fields.swashbuckler.style.values.gymnast.name":"Gymnast","fields.swashbuckler.style.values.rascal.name":"Rascal","fields.swashbuckler.style.values.wit.name":"Wit","fields.wizard.school.values.none.name":"None","fields.wizard.school.values.ars-grammatica.name":"School of Ars Grammatica","fields.wizard.school.values.battle-magic.name":"School of Battle Magic","fields.wizard.school.values.boundary.name":"School of the Boundary","fields.wizard.school.values.civic-wizardry.name":"School of Civic Wizardry","fields.wizard.school.values.mentalism.name":"School of Mentalism","fields.wizard.school.values.protean-form.name":"School of Protean Form","fields.wizard.school.values.unified-magical-theory.name":"School of Unified Magical Theory","fields.wizard.thesis.values.none.name":"None","fields.wizard.thesis.values.experimental-spellshaping.name":"Experimental Spellshaping","fields.wizard.thesis.values.improved-familiar-attunement.name":"Improved Familiar Attunement","fields.wizard.thesis.values.spell-blending.name":"Spell Blending","fields.wizard.thesis.values.spell-substitution.name":"Spell Substitution","fields.wizard.thesis.values.staff-nexus.name":"Staff Nexus","actions.cast-spell.params.damageType.values.acid.name":"Acid","actions.cast-spell.params.damageType.values.bleed.name":"Bleed","actions.cast-spell.params.damageType.values.bludgeoning.name":"Bludgeoning","actions.cast-spell.params.damageType.values.cold.name":"Cold","actions.cast-spell.params.damageType.values.electricity.name":"Electricity","actions.cast-spell.params.damageType.values.fire.name":"Fire","actions.cast-spell.params.damageType.values.force.name":"Force","actions.cast-spell.params.damageType.values.mental.name":"Mental","actions.cast-spell.params.damageType.values.piercing.name":"Piercing","actions.cast-spell.params.damageType.values.poison.name":"Poison","actions.cast-spell.params.damageType.values.slashing.name":"Slashing","actions.cast-spell.params.damageType.values.sonic.name":"Sonic","actions.cast-spell.params.damageType.values.spirit.name":"Spirit","actions.cast-spell.params.damageType.values.vitality.name":"Vitality","actions.cast-spell.params.damageType.values.void.name":"Void","actions.command-an-animal.params.attitude.values.hostile.name":"Hostile","actions.command-an-animal.params.attitude.values.unfriendly.name":"Unfriendly","actions.command-an-animal.params.attitude.values.indifferent.name":"Indifferent","actions.command-an-animal.params.attitude.values.friendly.name":"Friendly","actions.command-an-animal.params.attitude.values.helpful.name":"Helpful","feats.sorcerer.energy-ward.actions.energy-ward.params.damageType.values.acid.name":"Acid","feats.sorcerer.energy-ward.actions.energy-ward.params.damageType.values.cold.name":"Cold","feats.sorcerer.energy-ward.actions.energy-ward.params.damageType.values.electricity.name":"Electricity","feats.sorcerer.energy-ward.actions.energy-ward.params.damageType.values.fire.name":"Fire","feats.sorcerer.energy-ward.actions.energy-ward.params.damageType.values.force.name":"Force","feats.sorcerer.energy-ward.actions.energy-ward.params.damageType.values.sonic.name":"Sonic","feats.sorcerer.energy-ward.actions.energy-ward.params.damageType.values.vitality.name":"Vitality","feats.sorcerer.energy-ward.actions.energy-ward.params.damageType.values.void.name":"Void","groups.variants.label":"Variant rules","fields.variants.freeArchetype.name":"Free Archetype","fields.variants.freeArchetype.description":"An extra class feat at 2nd level and every even level after, for archetype feats only.","fields.variants.automaticBonus.name":"Automatic Bonus Progression","fields.variants.automaticBonus.description":"Potency bonuses that grow with your level replace runes' and items' bonuses.","fields.variants.noLevel.name":"Proficiency without Level","fields.variants.noLevel.description":"Proficiency bonuses don't add your level, and untrained is -2.","fields.abp.attack.name":"Attack potency","fields.abp.defense.name":"Defense potency","fields.abp.perception.name":"Perception potency","fields.abp.saves.name":"Saving throw potency","tags.abp-skill.name":"Skill potency","tags.potency.name":"Potency","constraints.skill-potency":"A skill's potency bonus is higher than your level allows","features.variants.automatic-bonus-progression.name":"Automatic bonus progression","features.variants.automatic-bonus-progression.description":"Attack potency (+1 at 2nd level, +2 at 10th, +3 at 16th), defense potency (+1 at 5th, +2 at 11th, +3 at 18th), Perception potency (+1 at 7th, +2 at 13th, +3 at 19th), saving throw potency (+1 at 8th, +2 at 14th, +3 at 20th), skill potency from 3rd level, devastating attacks (two weapon damage dice at 4th, three at 12th, four at 19th) and an attribute apex at 17th.","features.variants.automatic-bonus-progression.choices.skill-potency.prompt":"Skill potency (level {slot})","features.variants.automatic-bonus-progression.choices.apex.prompt":"Attribute apex","features.variants.automatic-bonus-progression.choices.apex.options.str.name":"Strength","features.variants.automatic-bonus-progression.choices.apex.options.dex.name":"Dexterity","features.variants.automatic-bonus-progression.choices.apex.options.con.name":"Constitution","features.variants.automatic-bonus-progression.choices.apex.options.int.name":"Intelligence","features.variants.automatic-bonus-progression.choices.apex.options.wis.name":"Wisdom","features.variants.automatic-bonus-progression.choices.apex.options.cha.name":"Charisma","templates.devastating-attacks.name":"{base}","rules.choices.archetype-feat.prompt":"Free archetype feat (level {slot})","tags.variant-rules.name":"Variant rules","weapons.adze.name":"Adze","weapons.breaching-pike.name":"Breaching Pike","weapons.capturing-spetum.name":"Capturing Spetum","weapons.claw-blade.name":"Claw Blade","weapons.cruuk.name":"Cruuk","weapons.daikyu.name":"Daikyu","weapons.fangwire.name":"Fangwire","weapons.flying-talon.name":"Flying Talon","weapons.hand-adze.name":"Hand Adze","weapons.khopesh.name":"Khopesh","weapons.mambele.name":"Mambele","weapons.spirit-thresher.name":"Spirit Thresher","weapons.thunder-sling.name":"Thunder Sling","weapons.tricky-pick.name":"Tricky Pick","weapons.whip-claw.name":"Whip Claw","weapons.tengu-gale-blade.name":"Tengu Gale Blade","fields.witch.patron.name":"Patron","tags.lesson.name":"Lesson","tags.lesson.basic.name":"Basic lesson","tags.lesson.greater.name":"Greater lesson","tags.lesson.major.name":"Major lesson","tags.witchs-armament.name":"Witch's armament","classes.witch.name":"Witch","classes.witch.description":"A spellcaster empowered by a mysterious patron through a familiar. Key attribute: Intelligence. 6 Hit Points plus Constitution per level. Trained in Perception, Fortitude and Reflex, expert in Will; trained in simple weapons and unarmed attacks; trained in unarmored defense; trained in the witch class DC, spell attack modifier and spell DC. Trained in your patron's skill and 3 more skills plus Intelligence. You prepare spells of your patron's tradition with Intelligence from those your familiar knows: two slots of each rank (three from the next level) and five cantrips. Your familiar starts knowing 10 cantrips, five 1st-rank spells and your patron's lesson spell, and learns two spells each level. Hexes are focus spells; you can cast one hex each turn.","classes.witch.choices.patron.prompt":"Patron","classes.witch.choices.hex.prompt":"First hex","classes.witch.choices.skills.prompt":"Trained skills (3 plus Intelligence)","classes.witch.choices.familiar-cantrips.prompt":"Your familiar's cantrips (10)","classes.witch.choices.familiar-spells.prompt":"Your familiar's 1st-rank spells (5)","classes.witch.choices.familiar-learns.prompt":"Spells your familiar learns (level {slot})","classes.witch.choices.class-feat.prompt":"Witch feat (level {slot})","classes.witch.choices.skill-feat.prompt":"Skill feat (level {slot})","classes.witch.choices.hex.options.patrons-puppet.name":"Patron's puppet","classes.witch.choices.hex.options.phase-familiar.name":"Phase familiar","classes.witch.patrons.faiths-flamekeeper.name":"Faith's Flamekeeper","classes.witch.patrons.faiths-flamekeeper.description":"A patron that rekindled your will when it guttered. Divine; Religion. Lesson of fervor's grasp: the stoke the heart hex cantrip, and your familiar learns command. Familiar of restored spirit: when you Cast or Sustain a hex, a willing creature within 15 feet of your familiar gains temporary Hit Points equal to 2 + half your level until the start of your next turn.","classes.witch.patrons.inscribed-one.name":"The Inscribed One","classes.witch.patrons.inscribed-one.description":"A patron that speaks in glyphs and numbers. Arcane; Arcana. Lesson of glyph's supremacy: the discern secrets hex, and your familiar learns runic weapon. Familiar of flowing script: when you Cast or Sustain a hex, your familiar can flank for you and your allies until the start of your next turn.","classes.witch.patrons.resentment.name":"The Resentment","classes.witch.patrons.resentment.description":"A patron that longs to see the mighty brought low. Occult; Occultism. Lesson of strength's impermanence: the evil eye hex cantrip, and your familiar learns enfeeble. Familiar of ongoing misery: when you Cast or Sustain a hex, your familiar can prolong one timed negative condition on a creature within 15 feet by 1 round (once per condition; a curse effect).","classes.witch.patrons.silence-in-snow.name":"Silence in Snow","classes.witch.patrons.silence-in-snow.description":"A patron of bitter cold. Primal; Nature. Lesson of winter's chill: the clinging ice hex cantrip, and your familiar learns gust of wind. Familiar of freezing rime: when you Cast or Sustain a hex, a 5-foot burst in your familiar's space becomes difficult terrain until the start of your next turn.","classes.witch.patrons.spinner-of-threads.name":"Spinner of Threads","classes.witch.patrons.spinner-of-threads.description":"A patron that weaves the tapestry of fate. Occult; Occultism. Lesson of fate's vicissitudes: the nudge fate hex cantrip, and your familiar learns sure strike. Familiar of balanced luck: when you Cast or Sustain a hex, a creature within 15 feet of your familiar gets a +1 status bonus or a -1 status penalty to AC (your choice) until the start of your next turn.","classes.witch.patrons.starless-shadow.name":"Starless Shadow","classes.witch.patrons.starless-shadow.description":"A patron of the witching hour. Occult; Occultism. Lesson of night's terrors: the shroud of night hex cantrip, and your familiar learns fear. Familiar of stalking night: when you Cast or Sustain a hex, an enemy adjacent to your familiar that it's concealed, hidden or undetected to becomes frightened 1.","classes.witch.patrons.wilding-steward.name":"Wilding Steward","classes.witch.patrons.wilding-steward.description":"A patron that defends the wild. Primal; Nature. Lesson of wild speech: the wilding word hex cantrip, and your familiar learns summon animal or summon plant or fungus. Familiar of keen senses: when you Cast or Sustain a hex, your familiar gains imprecise scent, tremorsense or wavesense (60 feet) until the start of your next turn and can Point Out as a free action.","classes.witch.patrons.wilding-steward.choices.lesson-spell.prompt":"The spell your familiar learns","classes.witch.patrons.wilding-steward.choices.lesson-spell.options.summon-animal.name":"Summon animal","classes.witch.patrons.wilding-steward.choices.lesson-spell.options.summon-plant-or-fungus.name":"Summon plant or fungus","classes.witch.lessons.dreams.name":"Lesson of Dreams","classes.witch.lessons.dreams.description":"Dreams open the way to insight. The veil of dreams hex; your familiar learns sleep.","classes.witch.lessons.elements.name":"Lesson of the Elements","classes.witch.lessons.elements.description":"Storms and disasters outmatch any creature. The elemental betrayal hex; your familiar learns breathe fire, gust of wind, hydraulic push or pummeling rubble.","classes.witch.lessons.elements.choices.lesson-spell.prompt":"The spell your familiar learns","classes.witch.lessons.elements.choices.lesson-spell.options.breathe-fire.name":"Breathe fire","classes.witch.lessons.elements.choices.lesson-spell.options.gust-of-wind.name":"Gust of wind","classes.witch.lessons.elements.choices.lesson-spell.options.hydraulic-push.name":"Hydraulic push","classes.witch.lessons.elements.choices.lesson-spell.options.pummeling-rubble.name":"Pummeling rubble","classes.witch.lessons.life.name":"Lesson of Life","classes.witch.lessons.life.description":"Life can be shared. The life boost hex; your familiar learns spirit link.","classes.witch.lessons.protection.name":"Lesson of Protection","classes.witch.lessons.protection.description":"Prevention beats a cure. The blood ward hex; your familiar learns mystic armor.","classes.witch.lessons.vengeance.name":"Lesson of Vengeance","classes.witch.lessons.vengeance.description":"No slight goes unanswered. The needle of vengeance hex; your familiar learns phantom pain.","classes.witch.lessons.mischief.name":"Lesson of Mischief","classes.witch.lessons.mischief.description":"A little mischief does no harm. The deceiver's cloak hex; your familiar learns mad monkeys.","classes.witch.lessons.shadow.name":"Lesson of Shadow","classes.witch.lessons.shadow.description":"A shadow holds something of its owner. The malicious shadow hex; your familiar learns chilling darkness.","classes.witch.lessons.snow.name":"Lesson of Snow","classes.witch.lessons.snow.description":"Gentle snow can still smother life. The personal blizzard hex; your familiar learns wall of wind.","classes.witch.lessons.death.name":"Lesson of Death","classes.witch.lessons.death.description":"Death is final, but not inescapable. The curse of death hex; your familiar learns raise dead.","classes.witch.lessons.renewal.name":"Lesson of Renewal","classes.witch.lessons.renewal.description":"Entropy can be wound back. The restorative moment hex; your familiar learns field of life.","features.witch.familiar.name":"Familiar","features.witch.familiar.description":"Your patron sends a familiar that teaches you magic. It follows the familiar rules with two more abilities: your patron's unique ability (always) and one you choose daily, and one more at 6th, 12th and 18th level. You commune with it to prepare spells; it knows the spells you prepare from. If it dies, your patron replaces it at your next daily preparations, knowing the same spells.","features.witch.hexes.name":"Hexes","features.witch.hexes.description":"Hexes are focus spells your patron sends through your familiar; you can cast only one hex each turn (a second fails, its actions lost). You start with a focus pool of 1 Focus Point, regained by Refocusing with your familiar, and learn patron's puppet or phase familiar. Hex cantrips cost no Focus Point and are in addition to your prepared cantrips; your patron gives you one.","features.witch.magical-fortitude.name":"Magical Fortitude","features.witch.magical-fortitude.description":"Your proficiency rank for Fortitude saves increases to expert.","features.witch.expert-spellcaster.name":"Expert Spellcaster","features.witch.expert-spellcaster.description":"Your proficiency ranks for spell attack modifier and spell DC increase to expert.","features.witch.reflex-expertise.name":"Reflex Expertise","features.witch.reflex-expertise.description":"Your proficiency rank for Reflex saves increases to expert.","features.witch.perception-expertise.name":"Perception Expertise","features.witch.perception-expertise.description":"Your proficiency rank for Perception increases to expert.","features.witch.weapon-expertise.name":"Weapon Expertise","features.witch.weapon-expertise.description":"Your proficiency ranks for simple weapons and unarmed attacks increase to expert.","features.witch.defensive-robes.name":"Defensive Robes","features.witch.defensive-robes.description":"Your proficiency rank for unarmored defense increases to expert.","features.witch.weapon-specialization.name":"Weapon Specialization","features.witch.weapon-specialization.description":"You deal 2 more damage with weapons and unarmed attacks in which you are an expert, 3 if a master, 4 if legendary.","features.witch.master-spellcaster.name":"Master Spellcaster","features.witch.master-spellcaster.description":"Your proficiency ranks for spell attack modifier and spell DC increase to master.","features.witch.will-of-the-pupil.name":"Will of the Pupil","features.witch.will-of-the-pupil.description":"Your proficiency rank for Will saves increases to master, and a success on a Will save is a critical success instead.","features.witch.legendary-spellcaster.name":"Legendary Spellcaster","features.witch.legendary-spellcaster.description":"Your proficiency ranks for spell attack modifier and spell DC increase to legendary.","features.witch.patrons-gift.name":"Patron's Gift","features.witch.patrons-gift.description":"You gain a single 10th-rank spell slot to prepare a witch spell in; abilities that add slots or cast without spending one can't use it. Patron's Truth gives a second.","spells.patrons-puppet.name":"Patron's Puppet","spells.patrons-puppet.description":"Free action. Trigger: your turn begins. Your patron takes hold of your familiar: you Command it (without the auditory or concentrate traits), and it takes its normal actions this turn.","spells.phase-familiar.name":"Phase Familiar","spells.phase-familiar.description":"Reaction. Trigger: your familiar within 60 feet would take damage. It turns ghostly: resistance 5 to all damage against the trigger, and immunity to precision damage.\n\n**Heightened (+1)** The resistance increases by 2.","spells.cackle.name":"Cackle","spells.cackle.description":"Free action. A burst of laughter prolongs your magic: you Sustain a spell.","spells.blood-ward.name":"Blood Ward","spells.blood-ward.description":"A creature within 30 feet, sustained up to 1 minute: name a creature trait (aberration, animal, beast, celestial, construct, dragon, elemental, fey, fiend, fungus, monitor, ooze, plant or undead); the target gains a +1 status bonus to saves and AC against creatures with that trait.\n\n**Heightened (5th)** The bonus is +2.","spells.elemental-betrayal.name":"Elemental Betrayal","spells.elemental-betrayal.description":"A creature within 30 feet, sustained up to 1 minute: choose air, earth, fire, metal, water or wood; the target gains weakness 2 to that trait.\n\n**Heightened (+2)** The weakness increases by 1.","spells.life-boost.name":"Life Boost","spells.life-boost.description":"A creature within 30 feet gains fast healing 2 for 4 rounds.\n\n**Heightened (+1)** The fast healing increases by 2.","spells.needle-of-vengeance.name":"Needle of Vengeance","spells.needle-of-vengeance.description":"An enemy within 30 feet, sustained up to 1 minute: name yourself or an ally. Each time the target uses a hostile action against that creature, it takes 2 mental damage (basic Will save).\n\n**Heightened (+1)** The damage increases by 2.","spells.veil-of-dreams.name":"Veil of Dreams","spells.veil-of-dreams.description":"A creature within 30 feet, sustained up to 1 minute, attempts a Will save. **Critical Success** Unaffected. **Success** A -1 status penalty to Perception, attack rolls and Will saves (-2 to Will saves against sleep). **Failure** As success, and each concentrate action it uses needs a DC 5 flat check or is disrupted.","spells.deceivers-cloak.name":"Deceiver's Cloak","spells.deceivers-cloak.description":"Your patron cloaks you in illusion for 1 hour: you appear as another creature of your body shape and roughly your size, as a 3rd-rank illusory disguise.\n\n**Heightened (6th)** Any creature of your size, of any shape.","spells.malicious-shadow.name":"Malicious Shadow","spells.malicious-shadow.description":"A creature within 30 feet, sustained up to 1 minute: its shadow turns on it. When you cast the spell and each time you Sustain it, the shadow makes a melee spell attack against it for 2d10 damage of a type you choose (bludgeoning, piercing or slashing); it uses and adds to your multiple attack penalty. It vanishes if the target casts no shadow.\n\n**Heightened (+2)** The damage increases by 1d10.","spells.personal-blizzard.name":"Personal Blizzard","spells.personal-blizzard.description":"A creature within 30 feet, sustained up to 1 minute, attempts a Fortitude save. **Critical Success** Unaffected. **Success** 1d6 cold damage, and the spell ends. **Failure** 1d6 cold and 1d6 persistent cold damage (ending with the spell); it and others are concealed to each other. **Critical Failure** As failure, 2d6 and 2d6.\n\n**Heightened (+1)** Each damage increases by 1 (2 on a critical failure).","spells.curse-of-death.name":"Curse of Death","spells.curse-of-death.description":"A creature within 30 feet, sustained up to 1 minute, attempts a Fortitude save and is then immune for a day. **Critical Success** Unaffected. **Success** The curse at stage 1, which can't advance. **Failure** The curse at stage 1. **Critical Failure** At stage 2. Curse of death (ends with the spell): stage 1, 4d6 void damage and fatigued for 1 round; stage 2, 8d6 and fatigued; stage 3, 12d6 and fatigued; stage 4, death.\n\n**Heightened (+1)** The damage of the success and of the first three stages increases by 1d6.","spells.restorative-moment.name":"Restorative Moment","spells.restorative-moment.description":"A creature within 30 feet lowers its doomed and drained values by 1 and can attempt one save against each affliction with a stage of 1 day or less. It's then immune for a day.","situational.bloodWard.name":"Against a creature of the blood ward's trait","weapons.witch-eldritch-nails.name":"Eldritch Nails","features.witch.armament-eldritch-nails.name":"Eldritch Nails","features.witch.armament-eldritch-nails.description":"Long, sharp nails: 1d6 slashing, agile.","weapons.witch-iron-teeth.name":"Iron Teeth","features.witch.armament-iron-teeth.name":"Iron Teeth","features.witch.armament-iron-teeth.description":"Long metal teeth: 1d8 piercing.","weapons.witch-living-hair.name":"Living Hair","features.witch.armament-living-hair.name":"Living Hair","features.witch.armament-living-hair.description":"Hair you lengthen and wield: 1d4 bludgeoning, agile, disarm, finesse, trip.","feats.witch.cackle.name":"Cackle","feats.witch.cackle.description":"You learn the cackle hex, which lets you Sustain a spell with a burst of laughter.","feats.witch.cauldron.name":"Cauldron","feats.witch.cauldron.description":"You can Craft oils and potions and learn four common 1st-level formulas for them, and one more of your level or lower at 4th level and every 2 levels after (your familiar can hold them). During daily preparations you brew one temporary oil or potion from a formula you know (two with master spell DC proficiency, three legendary), inert at your next preparations.","feats.witch.witchs-armaments.name":"Witch's Armaments","feats.witch.witchs-armaments.description":"Your patron arms your body. Gain one unarmed attack in the brawling group: eldritch nails (1d6 slashing, agile), iron teeth (1d8 piercing) or living hair (1d4 bludgeoning, agile, disarm, finesse, trip). You can take this feat again for another attack.","feats.witch.witchs-armaments.choices.armament.prompt":"Unarmed attack","feats.witch.basic-lesson.name":"Basic Lesson","feats.witch.basic-lesson.description":"Choose a basic lesson: you gain its hex, and your familiar learns its spell.","feats.witch.basic-lesson.choices.lesson.prompt":"Basic lesson","feats.witch.familiars-language.name":"Familiar's Language","feats.witch.familiars-language.description":"You can talk with creatures of your familiar's animal family (as speak with animals for that family) and use Diplomacy with them. A new familiar of another kind takes a week to learn.","feats.witch.rites-of-convocation.name":"Rites of Convocation","feats.witch.rites-of-convocation.description":"Choose a summon spell on your tradition's list. In 10 minutes of communion you can replace a prepared spell in one of your slots with it, heightened to that slot's rank (at least its minimum rank).","feats.witch.sympathetic-strike.name":"Sympathetic Strike","feats.witch.sympathetic-strike.description":"One action, once per round. Make an unarmed Strike with a witch's armament; on a hit the target takes a -1 circumstance penalty to saves against your hexes (-2 on a critical hit) until the start of your next turn.","feats.witch.sympathetic-strike.prerequisites.armaments":"Witch's Armaments","feats.witch.sympathetic-strike.actions.sympathetic-strike.name":"Sympathetic Strike","feats.witch.sympathetic-strike.actions.sympathetic-strike.steps.weapon.prompt":"Choose an armament","feats.witch.ceremonial-knife.name":"Ceremonial Knife","feats.witch.ceremonial-knife.description":"During daily preparations you make a knife-group weapon into a wand holding a 1st-rank spell your familiar knows, which only you can activate (overcharging as normal). The rank rises by 1 at 8th level and every 2 levels after.","feats.witch.greater-lesson.name":"Greater Lesson","feats.witch.greater-lesson.description":"Choose a greater or basic lesson: you gain its hex, and your familiar learns its spell.","feats.witch.greater-lesson.choices.lesson.prompt":"Greater or basic lesson","feats.witch.witchs-charge.name":"Witch's Charge","feats.witch.witchs-charge.description":"During daily preparations, designate a willing creature as your charge until your next preparations: you always know its direction, distance and conditions, and can cast touch spells on it from 30 feet.","feats.witch.incredible-familiar.name":"Incredible Familiar","feats.witch.incredible-familiar.description":"Your familiar has a base of six familiar or master abilities a day instead of four, plus your witch bonus abilities.","feats.witch.incredible-familiar.prerequisites.enhanced":"Enhanced Familiar","feats.witch.murksight.name":"Murksight","feats.witch.murksight.description":"Non-magical fog, mist, rain and snow don't give you circumstance penalties to ranged attacks or Perception, and targets concealed only by them need no flat check.","feats.witch.spirit-familiar-witch.name":"Spirit Familiar","feats.witch.spirit-familiar-witch.description":"Two actions, once per 10 minutes (your familiar's Shed Spirit). Its spirit flies at an enemy within 20 feet for 6d6 spirit damage (basic Will save against your spell DC), then heals an ally within 30 feet of the enemy for half the damage dealt. 2d6 more at 9th level and every 2 levels after.","feats.witch.spirit-familiar-witch.prerequisites.patron":"A divine or occult patron","feats.witch.spirit-familiar-witch.actions.shed-spirit.name":"Shed Spirit (your familiar)","feats.witch.spirit-familiar-witch.actions.shed-spirit.results.shed.name":"Spirit shed","feats.witch.stitched-familiar.name":"Stitched Familiar","feats.witch.stitched-familiar.description":"Two actions, once per 10 minutes (your familiar's Stitching Strike). It unravels around an enemy within 30 feet for 6d6 slashing damage (basic Reflex save against your spell DC); on a failure the target is immobilized for 1 round or until it Escapes. 2d6 more at 9th level and every 2 levels after.","feats.witch.stitched-familiar.prerequisites.patron":"An arcane or primal patron","feats.witch.stitched-familiar.actions.stitching-strike.name":"Stitching Strike (your familiar)","feats.witch.stitched-familiar.actions.stitching-strike.results.struck.name":"Struck","feats.witch.witchs-bottle.name":"Witch's Bottle","feats.witch.witchs-bottle.description":"Spend 10 minutes and 1 Focus Point to brew a potion holding one of your targeted hexes; whoever drinks it is targeted. A sustained hex can carry a cackle. It goes inert at your next daily preparations, and the Focus Points stay spent until it's drunk or inert.","feats.witch.witchs-bottle.prerequisites.cauldron":"Cauldron","feats.witch.double-double.name":"Double, Double","feats.witch.double-double.description":"Each temporary oil or potion you brew in daily preparations comes as two copies.","feats.witch.double-double.prerequisites.cauldron":"Cauldron","feats.witch.major-lesson.name":"Major Lesson","feats.witch.major-lesson.description":"Choose a major, greater or basic lesson: you gain its hex, and your familiar learns its spell. You can take this feat a second time at 14th level and a third at 18th, choosing a different lesson.","feats.witch.major-lesson.choices.lesson.prompt":"Major, greater or basic lesson","feats.witch.major-lesson.prerequisites.retake-level":"Taken again: 14th level for a second time, 18th for a third","feats.witch.witchs-communion.name":"Witch's Communion","feats.witch.witchs-communion.description":"You can designate as many charges as your Intelligence modifier.","feats.witch.witchs-communion.prerequisites.charge":"Witch's Charge","feats.witch.coven-spell.name":"Coven Spell","feats.witch.coven-spell.description":"Reaction. Trigger: an ally within 30 feet Casts a Spell. Either the spell (dealing damage, without a duration) gains a status bonus to damage equal to its rank, or you apply a spellshape feat you know that suits it.","feats.witch.hex-focus.name":"Hex Focus","feats.witch.hex-focus.description":"When you Refocus, you refill your focus pool completely.","feats.witch.witchs-broom.name":"Witch's Broom","feats.witch.witchs-broom.description":"During daily preparations you anoint a broom, staff, polearm or similar object: until your next preparations it's magical and you can ride it while holding it, flying at 20 feet (-10 feet over 20 Bulk, crashing over 30). You can Craft it into a flying broomstick; one already gains +10 feet.","feats.witch.patrons-presence.name":"Patron's Presence","feats.witch.patrons-presence.description":"Your familiar gains a 2-action aura (once per hour): enemies entering or starting their turn in a 15-foot emanation must succeed at a Will save against your spell DC or be stupefied 2 while inside (3 on a critical failure). It lasts until the end of your next turn; the familiar can Sustain it up to 1 minute.","feats.witch.rites-of-transfiguration.name":"Rites of Transfiguration","feats.witch.rites-of-transfiguration.description":"Your familiar learns cursed metamorphosis (even off your list); in 10 minutes of communion you can replace a prepared spell of 6th rank or higher with it at the same rank.","feats.witch.siphon-power.name":"Siphon Power","feats.witch.siphon-power.description":"Free action, once a day, before you act on your turn. This turn you can cast a spell your familiar knows from your patron or lessons without a slot (or preparing it), at least 1 rank below your highest.","feats.witch.patrons-claim.name":"Patron's Claim","feats.witch.patrons-claim.description":"Your familiar gains a 2-action activity (once per hour): your patron reaches from its mouth at a creature within 30 feet for 10d10 spirit damage (basic Fortitude save against your spell DC); if it fails and takes damage it is drained 2 (4 on a critical failure) and you regain 1 Focus Point.","feats.witch.patrons-claim.actions.patrons-claim.name":"Patron's Claim (your familiar)","feats.witch.patrons-claim.actions.patrons-claim.results.claimed.name":"Claimed","feats.witch.split-hex.name":"Split Hex","feats.witch.split-hex.description":"One action, spellshape. If your next action casts a harmful single-target hex, cast it 2 ranks lower to give it a second target.","feats.witch.hex-master.name":"Hex Master","feats.witch.hex-master.description":"You can cast any number of hexes each turn, and casting cackle Sustains all your sustained hexes.","feats.witch.patrons-truth.name":"Patron's Truth","feats.witch.patrons-truth.description":"You gain one more 10th-rank spell slot.","feats.witch.patrons-truth.prerequisites.gift":"Patron's gift","feats.witch.witchs-hut.name":"Witch's Hut","feats.witch.witchs-hut.description":"A day-long rite animates a hut, house, wagon or tent up to Huge: it uses your AC, saves and Perception, has 150 Hit Points and Hardness 10 (construct armor), can't attack, and obeys one-action commands after a round: guard, hide, leap (a 10th-rank teleport), lock, move (Speed 60 feet).","feats.wizard.bond-conservation.name":"Bond Conservation","feats.wizard.bond-conservation.description":"One action, spellshape. Requirement: your last action cast a spell with Drain Bonded Item. You gain another use of Drain Bonded Item, for a spell 2 or more ranks lower, before the end of your next turn.","feats.wizard.bond-conservation.prerequisites.bond":"Arcane bond","feats.wizard.form-retention.name":"Form Retention","feats.wizard.form-retention.description":"You can prepare a 1-minute battle-form polymorph spell in a slot 2 ranks higher than its rank: it isn't heightened, but lasts up to 10 minutes.","feats.wizard.knowledge-is-power-wizard.name":"Knowledge is Power (Wizard)","feats.wizard.knowledge-is-power-wizard.description":"When you critically succeed at Recall Knowledge about a creature, it takes a -1 circumstance penalty to AC or saves against your next attack or spell against it, and to its next attack or DC against you; allies you tell benefit too. Unused, it fades after 1 minute.","feats.spellcasting.overwhelming-energy.name":"Overwhelming Energy","feats.spellcasting.overwhelming-energy.description":"One action, spellshape. If your next action is to Cast a Spell, it ignores energy resistance up to your level (all its damage, persistent and ongoing too), but not immunity.","feats.spellcasting.quickened-casting.name":"Quickened Casting","feats.spellcasting.quickened-casting.description":"Free action, once a day, spellshape. If your next action casts a cantrip or a spell at least 2 ranks below your highest slot (of this class), it takes one action fewer (minimum 1).","feats.wizard.scroll-adept.name":"Scroll Adept","feats.wizard.scroll-adept.description":"During daily preparations you make two temporary scrolls of spellbook spells of different ranks, at least 2 below your highest (three with master spell DC proficiency, four legendary); they go inert at your next preparations.","feats.wizard.clever-counterspell.name":"Clever Counterspell","feats.wizard.clever-counterspell.description":"You can Counterspell a spell that's in your spellbook, expending any prepared spell sharing a trait with it other than concentrate, manipulate or its tradition (or one that logically counters it, at the GM's discretion).","feats.wizard.clever-counterspell.prerequisites.counterspell":"Counterspell","feats.wizard.clever-counterspell.prerequisites.quick-recognition":"Quick Recognition","feats.wizard.forcible-energy.name":"Forcible Energy","feats.wizard.forcible-energy.description":"One action, spellshape. If your next action casts a spell dealing acid, cold, electricity, fire or sonic damage, one damaged target gains weakness 5 to that type until the end of your next turn (not if it resists or is immune).","feats.wizard.keen-magical-detection.name":"Keen Magical Detection","feats.wizard.keen-magical-detection.description":"When you Detect Magic and an opponent in range has a magical effect or item, you roll initiative twice and take the better.","feats.spellcasting.magic-sense.name":"Magic Sense","feats.spellcasting.magic-sense.description":"You constantly sense magic auras in your field of vision as a 1st-rank detect magic, and Seeking gives a 3rd-rank one on what you see. You can switch it off or on as a free action at the start or end of your turn.","feats.wizard.bonded-focus.name":"Bonded Focus","feats.wizard.bonded-focus.description":"When you Refocus with your bonded item in your possession, you refill your focus pool.","feats.wizard.bonded-focus.prerequisites.bond":"Arcane bond","feats.spellcasting.reflect-spell.name":"Reflect Spell","feats.spellcasting.reflect-spell.description":"When your Counterspell succeeds against a spell targeting creatures or an area, you can turn it back on its caster alone, who defends as normal.","feats.spellcasting.reflect-spell.prerequisites.counterspell":"Counterspell","feats.wizard.secondary-detonation-array.name":"Secondary Detonation Array","feats.wizard.secondary-detonation-array.description":"One action, spellshape. If your next action casts an area spell that deals damage and has no duration, a circle in a 5-foot burst within the area detonates at the start of your next turn: 1d6 force damage per spell rank (or the spell's damage type), basic Reflex save against your spell DC.","feats.wizard.superior-bond.name":"Superior Bond","feats.wizard.superior-bond.description":"You can Drain Bonded Item once more a day, for a spell 2 or more ranks below your highest slot.","feats.wizard.superior-bond.prerequisites.bond":"Arcane bond","feats.spellcasting.effortless-concentration.name":"Effortless Concentration","feats.spellcasting.effortless-concentration.description":"Free action. Trigger: your turn begins. You gain the effects of Sustain for one of your active spells (of this class).","feats.spellcasting.scintillating-spell.name":"Scintillating Spell","feats.spellcasting.scintillating-spell.description":"One action, spellshape. If your next action casts a spell without the darkness trait or a duration that calls for Reflex saves, creatures that fail are dazzled for 1 round, and those that critically fail blinded for 1 round.","feats.wizard.spell-tinker.name":"Spell Tinker","feats.wizard.spell-tinker.description":"Two actions. After casting a spell on only yourself that offers choices (resist energy's type, a polymorph's form), you change the choice, unless its benefit is spent or would linger.","feats.wizard.infinite-possibilities.name":"Infinite Possibilities","feats.wizard.infinite-possibilities.description":"Once during daily preparations, a slot holds infinite potential: it casts any spellbook spell at least 2 ranks lower, as a spell 2 ranks lower than the slot.","feats.wizard.reprepare-spell.name":"Reprepare Spell","feats.wizard.reprepare-spell.description":"In 10 minutes you prepare again a spell of 4th rank or lower without a duration that you already cast today. With spell substitution you can prepare a different durationless spell in that expended slot instead.","feats.wizard.second-thoughts.name":"Second Thoughts","feats.wizard.second-thoughts.description":"Reaction (concentrate, mental). Trigger: a creature critically succeeds at its Will save against your single-target mental spell. You can cast it again on another creature without a slot, until the end of your next turn.","feats.wizard.archwizards-might.name":"Archwizard's Might","feats.wizard.archwizards-might.description":"You gain one more 10th-rank spell slot.","feats.wizard.archwizards-might.prerequisites.spellcraft":"Archwizard's spellcraft","feats.wizard.spell-combination.name":"Spell Combination","feats.wizard.spell-combination.description":"One slot of each rank from 3rd up becomes a combination slot: you can prepare two spells in it, each 2 or more ranks lower, both able to target a single creature and resolved the same way (spell attack, the same save or automatic). Cast, they affect one target with both effects, at the shorter range.","feats.wizard.spell-mastery.name":"Spell Mastery","feats.wizard.spell-mastery.description":"Four spellbook spells of 9th rank or lower, each of a different rank, are prepared automatically each day in extra slots of their own. A week of downtime changes them.","feats.spellcasting.spellshape-mastery.name":"Spellshape Mastery","feats.spellcasting.spellshape-mastery.description":"You can use single-action spellshape actions as free actions.","classes.wizard.name":"Wizard","classes.wizard.description":"A scholar of arcane magic who prepares spells from a spellbook. Key attribute: Intelligence. 6 Hit Points plus Constitution per level. Trained in Perception, Fortitude and Reflex, expert in Will; trained in simple weapons and unarmed attacks; trained in unarmored defense; trained in the wizard class DC, spell attack modifier and spell DC. Trained in Arcana and 2 skills plus Intelligence. Arcane prepared spellcasting with Intelligence: two spells of each rank (three from the next level) and five cantrips, prepared from your spellbook, plus your curriculum's extra cantrip and spell of each rank.","classes.wizard.choices.school.prompt":"Arcane school","classes.wizard.choices.curriculum-cantrip.prompt":"Curriculum: a cantrip for your spellbook","classes.wizard.choices.curriculum.prompt":"Curriculum: rank {slot} spells for your spellbook","classes.wizard.choices.unified-spell.prompt":"Unified magical theory: a 1st-rank spell for your spellbook","classes.wizard.choices.thesis.prompt":"Arcane thesis","classes.wizard.choices.skills.prompt":"Trained skills (2 plus Intelligence)","classes.wizard.choices.spellbook-cantrips.prompt":"Spellbook: 10 arcane cantrips","classes.wizard.choices.spellbook-spells.prompt":"Spellbook: five 1st-rank arcane spells","classes.wizard.choices.spellbook.prompt":"Spellbook: two arcane spells (level {slot})","classes.wizard.choices.class-feat.prompt":"Wizard feat (level {slot})","classes.wizard.choices.skill-feat.prompt":"Skill feat (level {slot})","classes.wizard.schools.ars-grammatica.name":"School of Ars Grammatica","classes.wizard.schools.ars-grammatica.description":"Runes, wards and the structure of spells. Curriculum: message, sigil; command, disguise magic, runic body, runic weapon; dispel magic, translate; enthrall, veil of privacy; dispelling globe, suggestion; sending, truespeech; repulsion, spellwrack; contingency, planar seal; quandary, unrelenting observation; detonate magic. School spell: protective wards.","classes.wizard.schools.battle-magic.name":"School of Battle Magic","classes.wizard.schools.battle-magic.description":"Destructive energies, battlefield countermeasures and protective magic. Curriculum: shield, telekinetic projectile; breathe fire, force barrage, mystic armor; mist, resist energy; earthbind, fireball; wall of fire, weapon storm; howling blizzard, impaling spike; chain lightning, disintegrate; energy aegis, true target; arctic rift, desiccate; falling stars. School spell: force bolt.","classes.wizard.schools.boundary.name":"School of the Boundary","classes.wizard.schools.boundary.description":"Spirits, shades, dimensions and planes. Curriculum: telekinetic hand, void warp; grim tendrils, phantasmal minion, summon undead; darkness, see the unseen; bind undead, ghostly weapon; flicker, translocate; banishment, invoke spirits; teleport, vampiric exsanguination; eclipse burst, interplanar teleport; quandary, unrelenting observation; massacre. School spell: fortify summoning.","classes.wizard.schools.civic-wizardry.name":"School of Civic Wizardry","classes.wizard.schools.civic-wizardry.description":"Magic for building, finding and moving. Curriculum: prestidigitation, read aura; hydraulic push, pummeling rubble, summon construct; revealing light, water walk; cozy cabin, safe passage; creation, unfettered movement; control water, wall of stone; disintegrate, wall of force; planar palace, retrocognition; earthquake, pinpoint; foresight. School spell: earthworks.","classes.wizard.schools.mentalism.name":"School of Mentalism","classes.wizard.schools.mentalism.description":"Illusions and magic that befuddles the mind. Curriculum: daze, figment; dizzying colors, sleep, sure strike; illusory creature, stupefy; dream message, mind reading; nightmare, vision of death; hallucination, illusory scene; never mind, phantasmal calamity; project image, warp mind; disappearance, uncontrollable dance; phantasmagoria. School spell: charming push.","classes.wizard.schools.protean-form.name":"School of Protean Form","classes.wizard.schools.protean-form.description":"Reshaping living matter. Curriculum: gouging claw, tangle vine; jump, pest form, spider sting; enlarge, humanoid form; feet to fins, vampiric feast; mountain resilience, vapor form; elemental form, toxic cloud; cursed metamorphosis, petrify; duplicate foe, fiery body; desiccate, monstrosity form; metamorphosis. School spell: scramble body.","classes.wizard.schools.unified-magical-theory.name":"School of Unified Magical Theory","classes.wizard.schools.unified-magical-theory.description":"Self-study across every school. No curriculum (no curriculum spells, slots or cantrip); instead a bonus 1st-level wizard feat and one more 1st-rank spell in your spellbook, and Drain Bonded Item once a day for each rank of spell you can cast, recalling a spell of a different rank each time. School spell: hand of the apprentice.","classes.wizard.schools.unified-magical-theory.choices.feat.prompt":"Unified magical theory: a 1st-level wizard feat","classes.wizard.theses.experimental-spellshaping.name":"Experimental Spellshaping","classes.wizard.theses.experimental-spellshaping.description":"You gain a 1st-level spellshape wizard feat. From 4th level, at your daily preparations you gain one more spellshape wizard feat of up to half your level until your next preparations.","classes.wizard.theses.experimental-spellshaping.choices.feat.prompt":"Experimental spellshaping: a 1st-level spellshape feat","classes.wizard.theses.experimental-spellshaping.choices.daily-feat.prompt":"Experimental spellshaping: today's spellshape feat","classes.wizard.theses.improved-familiar-attunement.name":"Improved Familiar Attunement","classes.wizard.theses.improved-familiar-attunement.description":"You gain the Familiar feat; your familiar has an extra ability, and one more at 6th, 12th and 18th level. Your arcane bond is with your familiar: Drain Familiar replaces Drain Bonded Item and works the same way.","classes.wizard.theses.spell-blending.name":"Spell Blending","classes.wizard.theses.spell-blending.description":"At your daily preparations, trade two slots of one rank for a bonus slot up to two ranks higher (one bonus slot per rank, of a rank you can cast), as many times as you like, and one slot for two extra cantrips.","classes.wizard.theses.spell-substitution.name":"Spell Substitution","classes.wizard.theses.spell-substitution.description":"Spend 10 minutes to empty one prepared slot and prepare another spell from your spellbook in it. If interrupted, the original spell stays prepared.","classes.wizard.theses.spell-substitution.actions.substitute-spell.name":"Substitute a Spell","classes.wizard.theses.spell-substitution.actions.substitute-spell.steps.slot.prompt":"Prepared slot to empty","classes.wizard.theses.spell-substitution.actions.substitute-spell.steps.spell.prompt":"Spell from your spellbook to prepare instead","classes.wizard.theses.spell-substitution.actions.substitute-spell.results.substituted.name":"Substituted","classes.wizard.theses.staff-nexus.name":"Staff Nexus","classes.wizard.theses.staff-nexus.description":"You start with a makeshift staff holding a cantrip and a 1st-rank spell from your spellbook. At daily preparations, expend a spell to give it charges equal to its rank (two spells from 8th level, three from 16th); casting the 1st-rank spell from it costs a charge. You can merge it with another staff, adding its two spells.","features.wizard.arcane-bond.name":"Arcane Bond","features.wizard.arcane-bond.state.bondDrained.name":"Ranks drained from the bonded item today","features.wizard.arcane-bond.state.linkedFocusUsed.name":"Linked Focus used today","features.wizard.arcane-bond.description":"Each day when you prepare spells, you designate an item you own as your bonded item. Drain Bonded Item (free action, arcane, once per day; your bonded item is on your person): this turn, you can cast one spell you prepared today and already cast, without spending a slot.","features.wizard.arcane-bond.actions.drain-bonded-item.name":"Drain Bonded Item","features.wizard.arcane-bond.actions.drain-bonded-item.steps.spell.prompt":"A prepared spell you already cast today","features.wizard.arcane-bond.actions.drain-bonded-item.results.drained.name":"Drained","features.wizard.reflex-expertise.name":"Reflex Expertise","features.wizard.reflex-expertise.description":"Your Reflex proficiency becomes expert.","features.wizard.expert-spellcaster.name":"Expert Spellcaster","features.wizard.expert-spellcaster.description":"Your spell attack modifier and spell DC proficiency becomes expert.","features.wizard.magical-fortitude.name":"Magical Fortitude","features.wizard.magical-fortitude.description":"Your Fortitude proficiency becomes expert.","features.wizard.perception-expertise.name":"Perception Expertise","features.wizard.perception-expertise.description":"Your Perception proficiency becomes expert.","features.wizard.weapon-expertise.name":"Weapon Expertise","features.wizard.weapon-expertise.description":"Expert in simple weapons and unarmed attacks.","features.wizard.defensive-robes.name":"Defensive Robes","features.wizard.defensive-robes.description":"Your unarmored defense proficiency becomes expert.","features.wizard.weapon-specialization.name":"Weapon Specialization","features.wizard.weapon-specialization.description":"+2 damage with weapons and unarmed attacks you are expert in, +3 if master, +4 if legendary.","features.wizard.master-spellcaster.name":"Master Spellcaster","features.wizard.master-spellcaster.description":"Your spell attack modifier and spell DC proficiency becomes master.","features.wizard.prodigious-will.name":"Prodigious Will","features.wizard.prodigious-will.description":"Your Will proficiency becomes master. A success on a Will save is a critical success.","features.wizard.archwizards-spellcraft.name":"Archwizard's Spellcraft","features.wizard.archwizards-spellcraft.description":"You gain a single 10th-rank spell slot. It can't be used with abilities that give more slots or that cast spells without expending a slot (such as Drain Bonded Item), and you gain no more 10th-rank slots as you level.","features.wizard.legendary-spellcaster.name":"Legendary Spellcaster","features.wizard.legendary-spellcaster.description":"Your spell attack modifier and spell DC proficiency becomes legendary.","feats.wizard.counterspell.name":"Counterspell","feats.wizard.counterspell.description":"Reaction. Trigger: a creature Casts a Spell you have prepared. Expend your prepared copy of that spell, losing the slot as if you had cast it, and attempt to counteract the triggering spell.","feats.wizard.counterspell.actions.counterspell.name":"Counterspell","feats.wizard.counterspell.actions.counterspell.steps.spell.prompt":"The prepared spell to expend","feats.wizard.counterspell.actions.counterspell.results.countering.name":"Countering","feats.wizard.spellbook-prodigy.name":"Spellbook Prodigy","feats.wizard.spellbook-prodigy.prerequisites.arcana":"Trained in Arcana","feats.wizard.spellbook-prodigy.description":"You gain Magical Shorthand without meeting its prerequisites, and a critical failure to Learn a Spell is a failure instead.","feats.wizard.conceal-spell.name":"Conceal Spell","feats.wizard.conceal-spell.description":"One action. If your next action is to Cast a Spell, it gains the subtle trait: its casting and manifestations are hidden, though not its effects.","feats.wizard.energy-ablation.name":"Energy Ablation","feats.wizard.energy-ablation.description":"One action. If your next action is to Cast a Spell that deals energy damage (acid, cold, electricity, fire, force, sonic, vitality or void), you gain resistance to one energy type of your choice equal to the spell's rank until the end of your next turn.","feats.wizard.nonlethal-spell.name":"Nonlethal Spell","feats.wizard.nonlethal-spell.description":"One action. If your next action is to Cast a Spell that deals damage and lacks the death and void traits, it gains the nonlethal trait.","feats.wizard.call-wizardly-tools.name":"Call Wizardly Tools","feats.wizard.call-wizardly-tools.description":"One action. Your bonded item or spellbook, within 1 mile and of 1 Bulk or less, teleports to your free hand (or your feet).","feats.wizard.linked-focus.name":"Linked Focus","feats.wizard.linked-focus.description":"Once per day, when you Drain your Bonded Item to cast one of your school's curriculum spells, you also regain 1 Focus Point.","feats.wizard.spell-protection-array.name":"Spell Protection Array","feats.wizard.spell-protection-array.description":"One action. A glowing circle fills a 5-foot burst within 30 feet; creatures in it gain a +1 status bonus to saves against magic until the end of your next turn. You can Sustain it up to 1 minute.","feats.wizard.convincing-illusion.name":"Convincing Illusion","feats.wizard.convincing-illusion.description":"Reaction. Trigger: a creature within 30 feet succeeds, but not critically, at a check to disbelieve your illusion. Attempt Deception against its Perception DC; on a success, it fails to disbelieve.","feats.wizard.convincing-illusion.prerequisites.deception":"Expert in Deception","feats.wizard.explosive-arrival.name":"Explosive Arrival","feats.wizard.explosive-arrival.description":"Free action. If your next action is to Cast a Spell with the summon trait, each creature within 10 feet of the summoned creature takes 1d4 fire damage per spell rank (or acid, cold, electricity, sonic or spirit, if the summoned creature has that trait).","feats.wizard.irresistible-magic.name":"Irresistible Magic","feats.wizard.irresistible-magic.description":"A creature with a status bonus to saves against magic has that bonus reduced by 1 against your spells.","feats.wizard.split-slot.name":"Split Slot","feats.wizard.split-slot.description":"When you prepare spells, choose one slot at least 1 rank below your highest and prepare two spells in it; when you cast from it, choose one, and the other is lost.","spells.protective-wards.name":"Protective Wards","spells.protective-wards.description":"A ring of glyphs shields you and your allies in the area: a +1 status bonus to AC. Each time you Sustain the spell, the emanation grows by 5 feet, to at most 30 feet.","spells.force-bolt.name":"Force Bolt","spells.force-bolt.description":"A bolt of force automatically hits the target for 1d4+1 force damage.\n\n**Heightened (+2)** The damage increases by 1d4+1.","spells.fortify-summoning.name":"Fortify Summoning","spells.fortify-summoning.description":"A creature you summoned gains a +1 status bonus to all checks and DCs, including AC, for as long as it stays summoned, up to 1 minute.","spells.earthworks.name":"Earthworks","spells.earthworks.description":"Low barriers rise from the ground, making the area difficult terrain: a 5-foot burst with 1 action, 10-foot with 2, 15-foot with 3. A creature can Interact to clear one adjacent 5-foot square.\n\n**Heightened (4th)** The barriers float, so the area is difficult terrain for flying creatures too.","spells.charming-push.name":"Charming Push","spells.charming-push.description":"You deflect the target's hostility with a Will save, until the start of your next turn.\n\n**Critical Success** The target is unaffected.\n\n**Success** The target takes a –1 circumstance penalty to attack and damage rolls against you.\n\n**Failure** The target can't use hostile actions against you.\n\n**Critical Failure** As failure, and the target is stunned 1.","spells.scramble-body.name":"Scramble Body","spells.scramble-body.description":"The target's biology falls into disarray, with a Fortitude save.\n\n**Success** The target is unaffected.\n\n**Failure** The target is sickened 1.\n\n**Critical Failure** The target is sickened 2, and slowed 1 as long as it is sickened.","spells.hand-of-the-apprentice.name":"Hand of the Apprentice","spells.hand-of-the-apprentice.description":"You hurl a held melee weapon you're trained with at the target with a spell attack. On a hit, it deals the weapon's damage as a melee Strike, adding your spellcasting attribute modifier instead of Strength; on a critical hit, double damage and the weapon's critical specialization effect. The weapon then flies back to your hand.","fields.wizard.school.name":"Arcane school","fields.wizard.thesis.name":"Arcane thesis","fields.wizard.drainsPerDay.name":"Drain Bonded Item uses per day","constraints.spell-blending":"Spell Blending trades slots a rank doesn't have, or gains a slot of a rank you can't cast","feats.wizard.advanced-school-spell.name":"Advanced School Spell","feats.wizard.advanced-school-spell.description":"You gain your arcane school's advanced school spell and 1 Focus Point: rune of observation (ars grammatica), energy absorption (battle magic), spiral of horrors (the boundary), community restoration (civic wizardry), invisibility cloak (mentalism), shifting form (protean form) or interdisciplinary incantation (unified magical theory).","feats.wizard.advanced-school-spell.choices.spell.prompt":"School spell","feats.wizard.advanced-school-spell.choices.spell.options.ars-grammatica.name":"Ars grammatica (rune of observation)","feats.wizard.advanced-school-spell.choices.spell.options.ars-grammatica.prerequisites.school":"The ars grammatica school","feats.wizard.advanced-school-spell.choices.spell.options.battle-magic.name":"Battle magic (energy absorption)","feats.wizard.advanced-school-spell.choices.spell.options.battle-magic.prerequisites.school":"The battle magic school","feats.wizard.advanced-school-spell.choices.spell.options.boundary.name":"Boundary (spiral of horrors)","feats.wizard.advanced-school-spell.choices.spell.options.boundary.prerequisites.school":"The boundary school","feats.wizard.advanced-school-spell.choices.spell.options.civic-wizardry.name":"Civic wizardry (community restoration)","feats.wizard.advanced-school-spell.choices.spell.options.civic-wizardry.prerequisites.school":"The civic wizardry school","feats.wizard.advanced-school-spell.choices.spell.options.mentalism.name":"Mentalism (invisibility cloak)","feats.wizard.advanced-school-spell.choices.spell.options.mentalism.prerequisites.school":"The mentalism school","feats.wizard.advanced-school-spell.choices.spell.options.protean-form.name":"Protean form (shifting form)","feats.wizard.advanced-school-spell.choices.spell.options.protean-form.prerequisites.school":"The protean form school","feats.wizard.advanced-school-spell.choices.spell.options.unified-magical-theory.name":"Unified magical theory (interdisciplinary incantation)","feats.wizard.advanced-school-spell.choices.spell.options.unified-magical-theory.prerequisites.school":"The unified magical theory school","worn.accolade-robe.name":"Accolade Robe","worn.accolade-robe.description":"A +2 item bonus to Arcana checks. Its pockets hold 1 Bulk of light study items (spellbooks, scrolls, wands) that don't count toward your Bulk. Review (1 action): take an item from the robe and Recall Knowledge. Extra Credit (free action, once per day): gain 1 Focus Point for a school spell, lost at the end of your turn.","worn.accolade-robe-greater.name":"Accolade Robe (Greater)","worn.accolade-robe-greater.description":"A +3 item bonus to Arcana checks. Its pockets hold 1 Bulk of light study items (spellbooks, scrolls, wands) that don't count toward your Bulk. Review (1 action): take an item from the robe and Recall Knowledge, as a free action once per minute. Extra Credit (free action, once per day): gain 1 Focus Point for a school spell, lost at the end of your turn.","worn.aeon-stone-consumed.name":"Aeon Stone (Consumed)","worn.aeon-stone-consumed.description":"A dull stone that has lost its magic; it still orbits your head. No resonant power.","worn.aeon-stone-preserving.name":"Aeon Stone (Preserving)","worn.aeon-stone-preserving.description":"Resistance 3 to persistent damage, and a persistent damage it fully resists ends at the end of your turn. Resonant power: stabilize as a primal innate cantrip.","worn.aeon-stone-sprouting.name":"Aeon Stone (Sprouting)","worn.aeon-stone-sprouting.description":"Resonant power: tangle vine as a primal innate cantrip. Flow of Life (reaction, once per hour): when vitality magic heals you or you take void damage, gain 8 temporary Hit Points for 1 minute.","worn.aeon-stone-sprouting.actions.flow-of-life.name":"Flow of Life","worn.aeon-stone-smoothing.name":"Aeon Stone (Smoothing)","worn.aeon-stone-smoothing.description":"Ignore the status penalty to skill checks from clumsy, enfeebled, frightened, sickened and stupefied while their value is 1. Resonant power: guidance as an occult innate cantrip.","worn.aeon-stone-nourishing.name":"Aeon Stone (Nourishing)","worn.aeon-stone-nourishing.description":"After a week invested, you no longer need to eat or drink. Resonant power: air bubble as a primal innate spell once per day.","worn.aeon-stone-delaying.name":"Aeon Stone (Delaying)","worn.aeon-stone-delaying.description":"When dying would kill you, it activates and keeps your dying value one short of death, then becomes a consumed aeon stone (once per day). Resonant power: 1st-rank heal as a divine innate spell once per day.","worn.aeon-stone-envisioning.name":"Aeon Stone (Envisioning)","worn.aeon-stone-envisioning.description":"Send a simple mental image each round to creatures within 100 feet. Resonant power: translate as an occult innate spell once per day.","worn.aeon-stone-peering.name":"Aeon Stone (Peering)","worn.aeon-stone-peering.description":"In bright light, it sheds dim purple light 30 feet that shows magic auras and tries to counteract darkness and illusions (+25). Resonant power: switch the light on or off from a wayfinder.","worn.aeon-stone-amplifying.name":"Aeon Stone (Amplifying)","worn.aeon-stone-amplifying.description":"Amplify (1 action, spellshape): your next spell counts as 1 rank higher for counteracting. Resonant power: a +2 item bonus to the skill of the tradition of the last spell you amplified.","worn.alacritous-horseshoes.name":"Alacritous Horseshoes","worn.alacritous-horseshoes.description":"Worn and invested by a horse or quadruped animal companion: a +5-foot item bonus to its land Speed, a +2 circumstance bonus to High Jump and Long Jump, and longer Leaps.","worn.alacritous-horseshoes-greater.name":"Alacritous Horseshoes (Greater)","worn.alacritous-horseshoes-greater.description":"Worn and invested by a horse or quadruped animal companion: a +10-foot item bonus to its land Speed, a +3 circumstance bonus to High Jump and Long Jump, and longer Leaps.","worn.alchemist-goggles.name":"Alchemist Goggles","worn.alchemist-goggles.description":"A +1 item bonus to Crafting checks to Craft alchemical items. Your alchemical bomb Strikes ignore lesser cover, and a failed (not critically failed) bomb Strike adds +1 to its splash damage.","worn.alchemist-goggles-greater.name":"Alchemist Goggles (Greater)","worn.alchemist-goggles-greater.description":"A +2 item bonus to Crafting checks to Craft alchemical items. Your alchemical bomb Strikes ignore lesser cover, and a failed (not critically failed) bomb Strike adds +2 to its splash damage.","worn.alchemist-goggles-major.name":"Alchemist Goggles (Major)","worn.alchemist-goggles-major.description":"A +3 item bonus to Crafting checks to Craft alchemical items. Your alchemical bomb Strikes ignore lesser cover, and a failed (not critically failed) bomb Strike adds +3 to its splash damage.","worn.arboreal-boots.name":"Arboreal Boots","worn.arboreal-boots.description":"A +1 item bonus to Acrobatics checks; you ignore difficult terrain from plants and fungi.","worn.arboreal-boots-greater.name":"Arboreal Boots (Greater)","worn.arboreal-boots-greater.description":"A +2 item bonus to Acrobatics checks; you ignore difficult terrain from plants and fungi. You also gain a 10-foot climb Speed on plants and fungi and climb them without hands.","worn.armbands-of-athleticism.name":"Armbands of Athleticism","worn.armbands-of-athleticism.description":"A +2 item bonus to Athletics checks, and a successful Climb or Swim moves you 5 feet farther.","worn.armbands-of-athleticism-greater.name":"Armbands of Athleticism (Greater)","worn.armbands-of-athleticism-greater.description":"A +3 item bonus to Athletics checks, and a successful Climb or Swim moves you 10 feet farther.","worn.bands-of-force.name":"Bands of Force","worn.bands-of-force.description":"A +1 item bonus to AC and saving throws and a Dexterity cap of +5, as armor; talismans can be affixed as to light armor. Return Force (reaction): when a creature critically misses you with a melee Strike, Shove it with Athletics +14.","worn.bands-of-force-greater.name":"Bands of Force (Greater)","worn.bands-of-force-greater.description":"A +2 item bonus to AC and saving throws and a Dexterity cap of +5, as armor; talismans can be affixed as to light armor. Return Force (reaction): when a creature critically misses you with a melee Strike, Shove it with Athletics +21.","worn.bands-of-force-major.name":"Bands of Force (Major)","worn.bands-of-force-major.description":"A +3 item bonus to AC and saving throws and a Dexterity cap of +5, as armor; talismans can be affixed as to light armor. Return Force (reaction): when a creature critically misses you with a melee Strike, Shove it with Athletics +33.","worn.barding-of-the-zephyr.name":"Barding of the Zephyr","worn.barding-of-the-zephyr.description":"Worn by your animal companion: it gets gentle landing when it falls. Take Flight (2 actions, once per day): your companion gains a 30-foot fly Speed for 10 minutes.","worn.belt-of-long-life.name":"Belt of Long Life","worn.belt-of-long-life.description":"Apex: invested, it raises your Constitution modifier by 1, or to +4 if that is higher. Investing it gives 15 temporary Hit Points (the first time each day). Call Upon the Ancient Life (1 action, once per day): for 2d4 rounds, you recover 15 Hit Points at the start of each of your turns.","worn.berserkers-cloak.name":"Berserker's Cloak","worn.berserkers-cloak.description":"While raging (if you have Rage), you grow jaws (1d10 piercing) and agile claws (1d6 slashing), brawling unarmed attacks with the benefit of a +1 striking rune; with the animal instinct and bestial rage, your bestial attacks get +2 greater striking instead.","worn.berserkers-cloak-greater.name":"Berserker's Cloak (Greater)","worn.berserkers-cloak-greater.description":"While raging (if you have Rage), you grow jaws (1d10 piercing) and agile claws (1d6 slashing), brawling unarmed attacks with the benefit of a +2 greater striking rune; with the animal instinct and bestial rage, your bestial attacks get +3 major striking instead.","worn.boots-of-bounding.name":"Boots of Bounding","worn.boots-of-bounding.description":"A +5-foot item bonus to your Speed and a +2 item bonus to High Jump and Long Jump; a Leap goes 5 feet farther or 3 feet higher.","worn.boots-of-bounding-greater.name":"Boots of Bounding (Greater)","worn.boots-of-bounding-greater.description":"A +10-foot item bonus to your Speed and a +3 item bonus to High Jump and Long Jump; a Leap goes 5 feet farther or 3 feet higher.","worn.bracelet-of-dashing.name":"Bracelet of Dashing","worn.bracelet-of-dashing.description":"A +1 item bonus to Acrobatics checks. Jangling Dash (1 action, once per day): a +10-foot status bonus to your Speed for 1 minute.","worn.bracelet-of-dashing.actions.jangling-dash.name":"Jangling Dash","worn.bracers-of-missile-deflection.name":"Bracers of Missile Deflection","worn.bracers-of-missile-deflection.description":"Reaction (once per day): when a ranged weapon attack hits you but doesn't critically hit, and you aren't off-guard, gain a +2 circumstance bonus to AC against it; if that makes it miss, it misses.","worn.bracers-of-missile-deflection-greater.name":"Bracers of Missile Deflection (Greater)","worn.bracers-of-missile-deflection-greater.description":"Reaction (once every 10 minutes): when a ranged weapon attack hits you but doesn't critically hit, and you aren't off-guard, gain a +2 circumstance bonus to AC against it; if that makes it miss, it misses.","worn.bracers-of-strength.name":"Bracers of Strength","worn.bracers-of-strength.description":"Apex (Strength). A +3 item bonus to Athletics checks and a +2 circumstance bonus to Athletics to lift a heavy object, Escape and Force Open. Bear Hug (1 action): Grapple; on a success it takes bludgeoning damage equal to your Strength modifier (double, and it suffocates while held, on a critical success).","worn.channel-protection-amulet.name":"Channel Protection Amulet","worn.channel-protection-amulet.description":"Resistance 5 to damage from harm spells if you are living, or from heal spells if you are undead.","worn.charlatans-cape.name":"Charlatan's Cape","worn.charlatans-cape.description":"A +2 item bonus to Deception checks. Puff of Smoke (2 actions, once per day): cast translocate; the spaces you leave and arrive in fill with smoke that conceals anyone inside until your next turn ends.","worn.charlatans-cape.options.translocate.name":"Puff of Smoke","worn.charlatans-gloves.name":"Charlatan's Gloves","worn.charlatans-gloves.description":"A +1 item bonus to Thievery checks, and telekinetic hand as an occult innate cantrip.","worn.charlatans-gloves-greater.name":"Charlatan's Gloves (Greater)","worn.charlatans-gloves-greater.description":"A +2 item bonus to Thievery checks, and telekinetic hand as an occult innate cantrip. With a charlatan's cape, the object you move can vanish and reappear beside you.","worn.charm-of-resistance.name":"Charm of Resistance","worn.charm-of-resistance.description":"Resistance 5 to one energy damage type, chosen when it's made: acid, cold, electricity, fire or sonic.","worn.charm-of-resistance.choices.damage-type.prompt":"Which energy does the charm resist?","worn.charm-of-resistance-greater.name":"Charm of Resistance (Greater)","worn.charm-of-resistance-greater.description":"Resistance 10 to one energy damage type, chosen when it's made: acid, cold, electricity, fire or sonic.","worn.charm-of-resistance-greater.choices.damage-type.prompt":"Which energy does the charm resist?","worn.charm-of-resistance-major.name":"Charm of Resistance (Major)","worn.charm-of-resistance-major.description":"Resistance 15 to one energy damage type, chosen when it's made: acid, cold, electricity, fire or sonic.","worn.charm-of-resistance-major.choices.damage-type.prompt":"Which energy does the charm resist?","worn.choker-of-elocution.name":"Choker of Elocution","worn.choker-of-elocution.description":"A +1 item bonus to Society checks, and you understand, speak and write one language the choker bears. While deafened, an auditory action's flat check is DC 3 instead of 5.","worn.choker-of-elocution.choices.languages.prompt":"Which language does the choker bear?","worn.choker-of-elocution-greater.name":"Choker of Elocution (Greater)","worn.choker-of-elocution-greater.description":"A +2 item bonus to Society checks, and you understand, speak and write three languages the choker bears. While deafened, an auditory action's flat check is DC 3 instead of 5.","worn.choker-of-elocution-greater.choices.languages.prompt":"Which language does the choker bear?","worn.clandestine-cloak.name":"Clandestine Cloak","worn.clandestine-cloak.description":"With the hood up, a +1 item bonus to Stealth checks and to Impersonate a forgettable background character, and a -1 item penalty to Diplomacy and Intimidation checks. Cloak Identity (2 actions, once per day): gain veil of privacy for 1 hour.","worn.clandestine-cloak.options.veil-of-privacy.name":"Cloak Identity","worn.clandestine-cloak-greater.name":"Clandestine Cloak (Greater)","worn.clandestine-cloak-greater.description":"With the hood up, a +2 item bonus to Stealth checks and to Impersonate a forgettable background character, and a -1 item penalty to Diplomacy and Intimidation checks. Cloak Identity (2 actions, once per day): gain 5th-rank veil of privacy for 8 hours.","worn.clandestine-cloak-greater.options.veil-of-privacy.name":"Cloak Identity","worn.clawed-bracers.name":"Clawed Bracers","worn.clawed-bracers.description":"Extend Claws (1 action, once per hour): for 10 minutes, gain a 20-foot climb Speed and an agile, finesse claw unarmed attack dealing 1d6 slashing damage.","worn.cloak-of-illusions.name":"Cloak of Illusions","worn.cloak-of-illusions.description":"Figment as an occult innate cantrip, and a +1 item bonus to Stealth checks. Draw Hood (2 actions, once per day): gain invisibility, until it ends or you lower the hood.","worn.cloak-of-illusions.options.invisibility.name":"Draw Hood","worn.cloak-of-illusions-greater.name":"Cloak of Illusions (Greater)","worn.cloak-of-illusions-greater.description":"Figment as an occult innate cantrip, and a +2 item bonus to Stealth checks. Draw Hood (2 actions, once per day): gain 4th-rank invisibility, until it ends or you lower the hood.","worn.cloak-of-illusions-greater.options.invisibility.name":"Draw Hood","worn.cloak-of-swiftness.name":"Cloak of Swiftness","worn.cloak-of-swiftness.description":"Apex (Dexterity). A +3 item bonus to Acrobatics checks. Ride the Wind (1 action, once per day): a 30-foot fly Speed for 1 hour, and you are concealed for the duration.","worn.cloak-of-swiftness.actions.ride-the-wind.name":"Ride the Wind","worn.collar-of-empathy.name":"Collar of Empathy","worn.collar-of-empathy.description":"You wear the bracelet, your companion the collar: you sense each other's emotions and needs. Empathic Link (1 action, sustained): perceive through your companion's senses.","worn.collar-of-inconspicuousness.name":"Collar of Inconspicuousness","worn.collar-of-inconspicuousness.description":"Adorable Guise (1 action): your companion turns into a harmless Tiny creature of its kind, as pest form (2nd rank, 4th if it can fly), until you Dismiss it.","worn.countering-charm.name":"Countering Charm","worn.countering-charm.description":"A caster can store a spell from a slot in the charm (the one held is replaced). Counter (reaction): when the stored spell targets you or includes you, counteract it at the stored spell's rank with +20; the spell is spent.","worn.countering-charm-greater.name":"Countering Charm (Greater)","worn.countering-charm-greater.description":"A caster can store a spell from a slot in the charm (the one held is replaced). Counter (reaction): when the stored spell targets you or includes you, counteract it at the stored spell's rank with +25; the spell is spent.","worn.countering-charm-major.name":"Countering Charm (Major)","worn.countering-charm-major.description":"A caster can store a spell from a slot in the charm (the one held is replaced). Counter (reaction): when the stored spell targets you or includes you, counteract it at the stored spell's rank with +30; the spell is spent.","worn.coyote-cloak.name":"Coyote Cloak","worn.coyote-cloak.description":"A +1 item bonus to Survival checks; a critical success to Subsist feeds twice as many extra creatures.","worn.coyote-cloak-greater.name":"Coyote Cloak (Greater)","worn.coyote-cloak-greater.description":"A +2 item bonus to Survival checks; a critical success to Subsist feeds four times as many extra creatures.","worn.crafters-eyepiece.name":"Crafter's Eyepiece","worn.crafters-eyepiece.description":"A +1 item bonus to Crafting checks; Repair restores 10 + 10 per proficiency rank Hit Points (15 + 15 on a critical success).","worn.crafters-eyepiece-greater.name":"Crafter's Eyepiece (Greater)","worn.crafters-eyepiece-greater.description":"A +2 item bonus to Crafting checks; Repair restores 10 + 10 per proficiency rank Hit Points (15 + 15 on a critical success). Prototype (1 minute, once per day): the eyepiece casts 5th-rank creation.","worn.crafters-eyepiece-greater.options.creation.name":"Prototype","worn.crown-of-intellect.name":"Crown of Intellect","worn.crown-of-intellect.description":"Apex (Intelligence): the higher modifier brings its trained skills and languages, chosen the first time and kept. A +3 item bonus to checks to Recall Knowledge. Search Your Mind (1 action, once per hour): gain hypercognition.","worn.crown-of-intellect.options.hypercognition.name":"Search Your Mind","worn.crown-of-witchcraft.name":"Crown of Witchcraft","worn.crown-of-witchcraft.description":"A +1 item bonus to Intimidation checks; a witch also gets a +2 item bonus to their patron's skill, and a familiar wearing part of it has the tough pet ability. Defiant Hex (free action, once per day): gain 1 Focus Point for a hex, lost at the end of your turn.","worn.crown-of-witchcraft-greater.name":"Crown of Witchcraft (Greater)","worn.crown-of-witchcraft-greater.description":"A +2 item bonus to Intimidation checks; a witch also gets a +3 item bonus to their patron's skill, and a familiar wearing part of it has the tough pet ability. Defiant Hex (free action, once per day): gain 1 Focus Point for a hex, lost at the end of your turn.","worn.dancing-scarf.name":"Dancing Scarf","worn.dancing-scarf.description":"A +1 item bonus to Performance checks to dance. Swirling Scarf (1 action), right after a successful dance: you are concealed until your next turn.","worn.dancing-scarf-greater.name":"Dancing Scarf (Greater)","worn.dancing-scarf-greater.description":"A +2 item bonus to Performance checks to dance. Swirling Scarf (1 action), right after a successful dance: you are concealed until your next turn, and you can Stride half your Speed or Step.","worn.daredevil-boots.name":"Daredevil Boots","worn.daredevil-boots.description":"A +2 item bonus to Acrobatics checks and a +1 circumstance bonus to Tumble Through. You can Grab an Edge without free hands and treat falls as 10 feet shorter (with Cat Fall, your Acrobatics counts one rank higher).","worn.daredevil-boots-greater.name":"Daredevil Boots (Greater)","worn.daredevil-boots-greater.description":"A +3 item bonus to Acrobatics checks and a +2 circumstance bonus to Tumble Through. You can Grab an Edge without free hands and treat falls as 10 feet shorter (with Cat Fall, your Acrobatics counts one rank higher). Daredevil Impulse (2 actions, once per day): cast unfettered movement on yourself.","worn.daredevil-boots-greater.options.unfettered-movement.name":"Daredevil Impulse","worn.demon-mask.name":"Demon Mask","worn.demon-mask.description":"A +1 item bonus to Intimidation checks. Leering Mask (2 actions, once per day): the mask casts fear with DC 20.","worn.demon-mask.options.fear.name":"Leering Mask","worn.demon-mask-greater.name":"Demon Mask (Greater)","worn.demon-mask-greater.description":"A +2 item bonus to Intimidation checks. Leering Mask (2 actions, once per day): the mask casts 3rd-rank fear with DC 29.","worn.demon-mask-greater.options.fear.name":"Leering Mask","worn.devoted-vestments.name":"Devoted Vestments","worn.devoted-vestments.description":"A religious symbol of its deity, and a +2 item bonus to Religion checks. Your heal and harm restore extra Hit Points equal to the spell's rank to the deity's followers. Domain Devotion (free action, once per day): gain 1 Focus Point for one of the deity's domain spells, lost at the end of your turn.","worn.diplomats-badge.name":"Diplomat's Badge","worn.diplomats-badge.description":"A +1 item bonus to Diplomacy checks. Diplomat's Bearing (1 action, once per day): a DC 20 check to Recall Knowledge about a people; on a success the bonus is +2 with them for the day.","worn.doubling-rings.name":"Doubling Rings","worn.doubling-rings.description":"Worn on both hands: the fundamental runes of the melee weapon in the gold-ringed hand apply to the melee weapon in the iron-ringed hand (its own are suppressed).","worn.doubling-rings-greater.name":"Doubling Rings (Greater)","worn.doubling-rings-greater.description":"Worn on both hands: the fundamental runes of the melee weapon in the gold-ringed hand apply to the melee weapon in the iron-ringed hand (its own are suppressed). The greater rings copy property runes too, where the other weapon qualifies (you may choose fundamental runes only when you invest them).","worn.dread-blindfold.name":"Dread Blindfold","worn.dread-blindfold.description":"Darkvision (and you see only by it) and a +3 item bonus to Intimidation checks. A creature seeing you the first time in a day must succeed at a DC 37 Will save or be frightened 1. Visions of Terror (free action, once per minute, when you damage a creature with a Strike): it is subjected to a DC 37 vision of death and then immune for 24 hours.","worn.dread-blindfold.options.vision-of-death.name":"Visions of Terror","worn.earthglide-cloak.name":"Earthglide Cloak","worn.earthglide-cloak.description":"Glide Through Earth (1 action, once per hour): Burrow through dirt and stone up to your land Speed, leaving no trace; ending inside stone expels you to the nearest open space with 1d6 bludgeoning damage per 5 feet.","worn.entertainers-cincture.name":"Entertainer's Cincture","worn.entertainers-cincture.description":"A +2 item bonus to the skill you choose when you invest it: Deception, Diplomacy, Intimidation or Performance. Encore (free action, once per day): gain 1 Focus Point for a composition spell, lost at the end of your turn. Transcribe (1 action, once per day): your performances for 10 minutes are written down.","worn.entertainers-cincture.choices.skill.prompt":"Which skill does the cincture improve?","worn.entertainers-cincture-greater.name":"Entertainer's Cincture (Greater)","worn.entertainers-cincture-greater.description":"A +3 item bonus to the skill you choose when you invest it: Deception, Diplomacy, Intimidation or Performance. Encore (free action, once per day): gain 1 Focus Point for a composition spell, lost at the end of your turn. Transcribe (1 action, once per day): your performances for 1 hour are written down.","worn.entertainers-cincture-greater.choices.skill.prompt":"Which skill does the cincture improve?","worn.eye-of-fortune.name":"Eye of Fortune","worn.eye-of-fortune.description":"You see through the eye patch. Luck Beyond Sight (free action, fortune): when you attack a concealed or hidden creature, roll the flat check twice and take the higher.","worn.eyes-of-the-cat.name":"Eyes of the Cat","worn.eyes-of-the-cat.description":"Low-light vision and a +2 item bonus to Perception checks that involve sight.","worn.fire-jump-ring.name":"Fire-Jump Ring","worn.fire-jump-ring.description":"A +2 item bonus to Athletics checks. Fire Jump (2 actions, once per day, teleportation): step into a fire large enough to hold you and come out of any such fire within 100 feet.","worn.gorget-of-the-primal-roar.name":"Gorget of the Primal Roar","worn.gorget-of-the-primal-roar.description":"A +2 item bonus to Intimidation checks. Primal Roar (1 action, once per polymorph effect, in a non-humanoid form): one Intimidation check against the Will DC of every enemy within 30 feet: frightened 2 on a critical success, frightened 1 on a success.","worn.guise-of-the-smirking-devil.name":"Guise of the Smirking Devil","worn.guise-of-the-smirking-devil.description":"A +2 item bonus to Intimidation checks. Hideous Wail (2 actions, once per day): 6d10 void damage to each living creature in a 20-foot emanation (DC 25 basic Fortitude save).","worn.guise-of-the-smirking-devil-greater.name":"Guise of the Smirking Devil (Greater)","worn.guise-of-the-smirking-devil-greater.description":"A +3 item bonus to Intimidation checks. Hideous Wail (2 actions, once per day): the mask casts wails of the damned (DC 41) on the living creatures in the area.","worn.guise-of-the-smirking-devil-greater.options.wails-of-the-damned.name":"Hideous Wail","worn.handwraps-of-mighty-blows-1.name":"Handwraps of Mighty Blows (+1)","worn.handwraps-of-mighty-blows-1.description":"Invested, the runes etched on them apply to your unarmed attacks: their item bonus to attack rolls and their weapon damage dice. Runes can be added and transferred as for a weapon (a melee brawling weapon of light Bulk); property runes apply only to unarmed attacks they could be etched on.","worn.handwraps-of-mighty-blows-1-striking.name":"Handwraps of Mighty Blows (+1 striking)","worn.handwraps-of-mighty-blows-1-striking.description":"Invested, the runes etched on them apply to your unarmed attacks: their item bonus to attack rolls and their weapon damage dice. Runes can be added and transferred as for a weapon (a melee brawling weapon of light Bulk); property runes apply only to unarmed attacks they could be etched on.","worn.handwraps-of-mighty-blows-2-striking.name":"Handwraps of Mighty Blows (+2 striking)","worn.handwraps-of-mighty-blows-2-striking.description":"Invested, the runes etched on them apply to your unarmed attacks: their item bonus to attack rolls and their weapon damage dice. Runes can be added and transferred as for a weapon (a melee brawling weapon of light Bulk); property runes apply only to unarmed attacks they could be etched on.","worn.handwraps-of-mighty-blows-2-greater-striking.name":"Handwraps of Mighty Blows (+2 greater striking)","worn.handwraps-of-mighty-blows-2-greater-striking.description":"Invested, the runes etched on them apply to your unarmed attacks: their item bonus to attack rolls and their weapon damage dice. Runes can be added and transferred as for a weapon (a melee brawling weapon of light Bulk); property runes apply only to unarmed attacks they could be etched on.","worn.handwraps-of-mighty-blows-3-greater-striking.name":"Handwraps of Mighty Blows (+3 greater striking)","worn.handwraps-of-mighty-blows-3-greater-striking.description":"Invested, the runes etched on them apply to your unarmed attacks: their item bonus to attack rolls and their weapon damage dice. Runes can be added and transferred as for a weapon (a melee brawling weapon of light Bulk); property runes apply only to unarmed attacks they could be etched on.","worn.handwraps-of-mighty-blows-3-major-striking.name":"Handwraps of Mighty Blows (+3 major striking)","worn.handwraps-of-mighty-blows-3-major-striking.description":"Invested, the runes etched on them apply to your unarmed attacks: their item bonus to attack rolls and their weapon damage dice. Runes can be added and transferred as for a weapon (a melee brawling weapon of light Bulk); property runes apply only to unarmed attacks they could be etched on.","worn.headwrap-of-wisdom.name":"Headwrap of Wisdom","worn.headwrap-of-wisdom.description":"Apex (Wisdom). Consider the Consequences (1 action, once per day): gain augury's effects from your own instincts. Reclaim Your Mind (reaction, once per hour, fortune): when you fail a save against confused, fascinated or stupefied, reroll it and take the better.","worn.headwrap-of-wisdom.options.augury.name":"Consider the Consequences","worn.healers-gloves.name":"Healer's Gloves","worn.healers-gloves.description":"A +1 item bonus to Medicine checks. Healer's Touch (1 action, once per day): a willing, living, adjacent creature regains 2d6+7 Hit Points (healing, vitality).","worn.healers-gloves.actions.healers-touch.participants.ally.name":"Creature healed","worn.healers-gloves.actions.healers-touch.name":"Healer's Touch","worn.healers-gloves-greater.name":"Healer's Gloves (Greater)","worn.healers-gloves-greater.description":"A +2 item bonus to Medicine checks. Healer's Touch (1 action, once per day): a willing, living, adjacent creature regains 4d6+15 Hit Points (healing, vitality).","worn.healers-gloves-greater.actions.healers-touch.participants.ally.name":"Creature healed","worn.healers-gloves-greater.actions.healers-touch.name":"Healer's Touch","worn.hellfire-boots.name":"Hellfire Boots","worn.hellfire-boots.description":"Resistance 10 to fire damage. Devil's Dance (2 actions, once per minute): Stride; the squares you cross burn for 1 minute as hazardous terrain dealing 3d6 fire damage.","worn.helm-of-zeal.name":"Helm of Zeal","worn.helm-of-zeal.description":"A +2 item bonus to the Divine Skill of the deity it was made for. Rally to the Cause (free action, once per day): gain 1 Focus Point for a devotion spell, lost at the end of your turn. Divine Fervor (free action, once per day, after your champion's reaction): gain an extra reaction for your champion's reaction until your next turn.","worn.helm-of-zeal-greater.name":"Helm of Zeal (Greater)","worn.helm-of-zeal-greater.description":"A +3 item bonus to the Divine Skill of the deity it was made for. Rally to the Cause (free action, once per day): gain 1 Focus Point for a devotion spell, lost at the end of your turn. Divine Fervor (free action, once per hour, after your champion's reaction): gain an extra reaction for your champion's reaction until your next turn.","worn.humbug-pocket.name":"Humbug Pocket","worn.humbug-pocket.description":"Holds one item of light Bulk. A +2 item bonus to Society checks and to Stealth checks to Conceal an Object in it; it supplies materials to Create a Forgery. Papers Please (1 action, once per hour): Create a Forgery of a document that crumbles after an hour.","worn.humbug-pocket-greater.name":"Humbug Pocket (Greater)","worn.humbug-pocket-greater.description":"Holds one item of light Bulk. A +3 item bonus to Society checks and to Stealth checks to Conceal an Object in it; it supplies materials to Create a Forgery. Papers Please (1 action, once per hour): Create a Forgery of a document that crumbles after an hour, up to five alike.","worn.inexplicable-apparatus.name":"Inexplicable Apparatus","worn.inexplicable-apparatus.description":"A +3 item bonus to Crafting checks to Craft, Earn Income and Repair; crafting takes at least 1 day, and extra days progress faster. Inexplicable Patch (3 actions, once per day): an item within 5 feet is repaired for 10 minutes, as 3rd-rank mending.","worn.lifting-belt.name":"Lifting Belt","worn.lifting-belt.description":"A +1 item bonus to Athletics checks; you are encumbered past 6 + Strength Bulk and can carry 11 + Strength. Assisted Lift (2 actions): lift an object of up to 8 Bulk as if it were weightless until the end of your next turn.","worn.living-mantle.name":"Living Mantle","worn.living-mantle.description":"A +2 item bonus to Nature checks; no effects from severe cold and heat. Druidic Secrets (free action, once per day): gain 1 Focus Point for an order spell, lost at the end of your turn.","worn.living-mantle-greater.name":"Living Mantle (Greater)","worn.living-mantle-greater.description":"A +3 item bonus to Nature checks; no effects from extreme cold and heat. Druidic Secrets (free action, once per day): gain 1 Focus Point for an order spell, lost at the end of your turn.","worn.lovers-gloves.name":"Lover's Gloves","worn.lovers-gloves.description":"A +1 item bonus to Diplomacy checks. Bond (1 action, once per day): a willing creature you feel strongly about gains a +1 status bonus to saves and 10 temporary Hit Points for 10 minutes; if the feeling is shared, you do too, and a success against a negative emotion effect is a critical success for both.","worn.mages-hat.name":"Mage's Hat","worn.mages-hat.description":"A +1 item bonus to Arcana checks, and prestidigitation as an arcane innate cantrip.","worn.mages-hat-greater.name":"Mage's Hat (Greater)","worn.mages-hat-greater.description":"A +2 item bonus to Arcana checks, and prestidigitation as an arcane innate cantrip. Hat Spell (cast a spell, once per day): cast the 4th-rank arcane summon spell woven into it (an arcane prepared caster can swap it when investing).","worn.masquerade-scarf.name":"Masquerade Scarf","worn.masquerade-scarf.description":"Masquerade (1 minute, once per day): the scarf casts 1st-rank illusory disguise on you, which ends if it is removed; the scarf can change or vanish as part of it.","worn.masquerade-scarf.options.illusory-disguise.name":"Masquerade","worn.masquerade-scarf-greater.name":"Masquerade Scarf (Greater)","worn.masquerade-scarf-greater.description":"Masquerade (2 actions, at will): the scarf casts 2nd-rank illusory disguise on you, which ends if it is removed; the scarf can change or vanish as part of it.","worn.masquerade-scarf-greater.options.illusory-disguise.name":"Masquerade","worn.messengers-ring.name":"Messenger's Ring","worn.messengers-ring.description":"A +2 item bonus to Diplomacy checks, and message as an arcane innate spell at will. Dispatch Messenger (1 minute, once per day): the ring casts animal messenger.","worn.messengers-ring.options.animal-messenger.name":"Dispatch Messenger","worn.messengers-ring-greater.name":"Messenger's Ring (Greater)","worn.messengers-ring-greater.description":"A +3 item bonus to Diplomacy checks, and message as an arcane innate spell at will. Dispatch Messenger (1 minute, once per day): the ring casts animal messenger. Sending (3 actions, once per hour): the ring casts sending.","worn.messengers-ring-greater.options.animal-messenger.name":"Dispatch Messenger","worn.messengers-ring-greater.options.sending.name":"Sending","worn.necklace-of-allure.name":"Necklace of Allure","worn.necklace-of-allure.description":"Apex (Charisma). A +2 item bonus to Deception and Diplomacy checks. Win Them Over (2 actions, once per hour): cast 4th-rank charm (DC 38).","worn.necklace-of-allure.options.charm.name":"Win Them Over","worn.obsidian-goggles.name":"Obsidian Goggles","worn.obsidian-goggles.description":"A +1 item bonus to Perception checks involving sight. Darkvision (1 action, once per day): gain darkvision for 1 hour.","worn.obsidian-goggles.actions.darkvision.name":"Darkvision","worn.obsidian-goggles-greater.name":"Obsidian Goggles (Greater)","worn.obsidian-goggles-greater.description":"A +2 item bonus to Perception checks involving sight. Darkvision (1 action): gain darkvision until you deactivate it or stop investing the goggles.","worn.obsidian-goggles-greater.actions.darkvision.name":"Darkvision","worn.obsidian-goggles-major.name":"Obsidian Goggles (Major)","worn.obsidian-goggles-major.description":"A +3 item bonus to Perception checks involving sight. Darkvision (1 action): gain greater darkvision until you deactivate it or stop investing the goggles.","worn.obsidian-goggles-major.actions.darkvision.name":"Darkvision","worn.pendant-of-the-occult.name":"Pendant of the Occult","worn.pendant-of-the-occult.description":"A +1 item bonus to Occultism checks, and guidance as an occult innate cantrip.","worn.pendant-of-the-occult-greater.name":"Pendant of the Occult (Greater)","worn.pendant-of-the-occult-greater.description":"A +2 item bonus to Occultism checks, and guidance as an occult innate cantrip. Dream Message (once per day): cast 4th-rank dream message.","worn.pendant-of-the-occult-greater.options.dream-message.name":"Dream Message","worn.persona-mask.name":"Persona Mask","worn.persona-mask.description":"A +1 item bonus to Performance checks to act, orate, do comedy or sing. Assume Role (1 action): the mask shows a dramatic character of your choice.","worn.persona-mask-greater.name":"Persona Mask (Greater)","worn.persona-mask-greater.description":"A +2 item bonus to Performance checks to act, orate, do comedy or sing. Assume Role (1 action): the mask shows a dramatic character of your choice. Sacrifice Role (reaction, once per day, fortune): when you fail a Performance check it helps, change its character and reroll, taking the second result.","worn.primeval-mistletoe.name":"Primeval Mistletoe","worn.primeval-mistletoe.description":"A primal locus, and a +1 item bonus to Nature checks. Anoint (2 actions, once per 10 minutes): cast runic weapon on a wooden weapon or runic body on a creature. Bind (2 actions, once per day): cast one with plants on yourself, becoming a vine on a tree you touch.","worn.primeval-mistletoe.options.runic-weapon.name":"Anoint (runic weapon)","worn.primeval-mistletoe.options.runic-body.name":"Anoint (runic body)","worn.primeval-mistletoe.options.one-with-plants.name":"Bind","worn.primeval-mistletoe-greater.name":"Primeval Mistletoe (Greater)","worn.primeval-mistletoe-greater.description":"A primal locus, and a +2 item bonus to Nature checks. Anoint (2 actions, once per 10 minutes): cast 6th-rank runic weapon on a wooden weapon or runic body on a creature. Bind (2 actions, once per day): cast one with plants on yourself, becoming a vine on a tree you touch. Cultivate (2 actions, once per day): plant it to make a field of life.","worn.primeval-mistletoe-greater.options.runic-weapon.name":"Anoint (runic weapon)","worn.primeval-mistletoe-greater.options.runic-body.name":"Anoint (runic body)","worn.primeval-mistletoe-greater.options.one-with-plants.name":"Bind","worn.primeval-mistletoe-greater.options.field-of-life.name":"Cultivate","worn.prognostic-veil.name":"Prognostic Veil","worn.prognostic-veil.description":"A +2 item bonus to Religion checks. Remember the Future (free action, once per day): gain 1 Focus Point for a revelation spell, lost at the end of your turn. Twist the Skeins of Fate (reaction, once per day, while cursebound): an ally within 30 feet gets a status bonus equal to your cursebound value to a saving throw.","worn.prognostic-veil-greater.name":"Prognostic Veil (Greater)","worn.prognostic-veil-greater.description":"A +3 item bonus to Religion checks. Remember the Future (free action, once per day): gain 1 Focus Point for a revelation spell, lost at the end of your turn. Twist the Skeins of Fate (reaction, once per day, while cursebound): an ally within 30 feet gets a status bonus equal to your cursebound value to a saving throw or attack roll.","worn.propulsive-boots.name":"Propulsive Boots","worn.propulsive-boots.description":"A +5-foot item bonus to your land Speed and to your climb and swim Speeds. Quickening Stomp (1 action, once per day): quickened for 1 minute; the extra action can Stride, Climb or Swim.","worn.retrieval-belt.name":"Retrieval Belt","worn.retrieval-belt.description":"An extradimensional space for one item of 1 Bulk or less each, which only the investor can store and retrieve. Store Item (1 action); Retrieve Item (free action, to a free hand; then neither again for 1 minute).","worn.retrieval-belt-greater.name":"Retrieval Belt (Greater)","worn.retrieval-belt-greater.description":"An extradimensional space for up to three items of 1 Bulk or less each, which only the investor can store and retrieve. Store Item (1 action); Retrieve Item (free action, to a free hand; then neither again for 1 minute).","worn.retrieval-belt-major.name":"Retrieval Belt (Major)","worn.retrieval-belt-major.description":"An extradimensional space for up to 10 items of 1 Bulk or less each, which only the investor can store and retrieve. Store Item (1 action); Retrieve Item (free action, to a free hand; then neither again for 1 minute).","worn.ring-of-climbing.name":"Ring of Climbing","worn.ring-of-climbing.description":"A climb Speed equal to half your land Speed (after penalties).","worn.ring-of-lies.name":"Ring of Lies","worn.ring-of-lies.description":"A +2 item bonus to Deception checks. Sweeten Lies (2 actions, once per day): a snap of your fingers casts honeyed words on you, with no sign of a spell.","worn.ring-of-lies.options.honeyed-words.name":"Sweeten Lies","worn.ring-of-maniacal-devices.name":"Ring of Maniacal Devices","worn.ring-of-maniacal-devices.description":"Pull a thieves' toolkit from the ring (Interact): a +2 item bonus to Disable a Device and Pick a Lock, and to Crafting to Craft and Repair snares and traps. Fireball Trap (10 minutes, once per day): a rune trap holding fireball; one at a time.","worn.ring-of-maniacal-devices-greater.name":"Ring of Maniacal Devices (Greater)","worn.ring-of-maniacal-devices-greater.description":"Pull a thieves' toolkit from the ring (Interact): a +3 item bonus to Disable a Device and Pick a Lock, and to Crafting to Craft and Repair snares and traps. Fireball Trap (10 minutes, once per day): a rune trap holding 7th-rank howling blizzard or fireball; one at a time.","worn.ring-of-sigils.name":"Ring of Sigils","worn.ring-of-sigils.description":"Sigil as an arcane innate cantrip. Track Sigil (1 action, once per 10 minutes): learn the direction to your latest sigil within 5 miles.","worn.ring-of-sigils-greater.name":"Ring of Sigils (Greater)","worn.ring-of-sigils-greater.description":"Sigil as an arcane innate cantrip. Track Sigil (1 action, once per 10 minutes): learn the direction to your latest sigil within 100 miles; on a creature, also whether it lives, how far it is and its conditions.","worn.ring-of-sustenance.name":"Ring of Sustenance","worn.ring-of-sustenance.description":"After a week worn and invested, you need no food or drink, and 2 hours of sleep rest you as 8.","worn.ring-of-swimming.name":"Ring of Swimming","worn.ring-of-swimming.description":"A swim Speed equal to half your land Speed (after penalties).","worn.sanguine-pendant.name":"Sanguine Pendant","worn.sanguine-pendant.description":"Only a sorcerer of its bloodline can invest it. A +2 item bonus to both of your bloodline skills. Blood's Call (free action, once per day): gain 1 Focus Point for a bloodline spell, lost at the end of your turn.","worn.sanguine-pendant-greater.name":"Sanguine Pendant (Greater)","worn.sanguine-pendant-greater.description":"Only a sorcerer of its bloodline can invest it. A +3 item bonus to both of your bloodline skills. Blood's Call (free action, once per day): gain 1 Focus Point for a bloodline spell, lost at the end of your turn.","worn.sash-of-prowess.name":"Sash of Prowess","worn.sash-of-prowess.description":"A +2 item bonus to Acrobatics and Athletics checks. Effortless Mastery (free action, once per day): an Acrobatics or Athletics success becomes a critical success. Reserves of Inner Strength (free action, once per day): gain 1 Focus Point for a qi spell, lost at the end of your turn.","worn.sash-of-prowess-greater.name":"Sash of Prowess (Greater)","worn.sash-of-prowess-greater.description":"A +3 item bonus to Acrobatics and Athletics checks. Effortless Mastery (free action, once per day): an Acrobatics or Athletics success becomes a critical success. Reserves of Inner Strength (free action, once per day): gain 1 Focus Point for a qi spell, lost at the end of your turn.","worn.shadow-signet.name":"Shadow Signet","worn.shadow-signet.description":"Free action (spellshape): if your next action casts a spell attack against AC, attack Fortitude DC or Reflex DC instead, for every target.","worn.shining-symbol.name":"Shining Symbol","worn.shining-symbol.description":"It becomes your deity's symbol; a +1 item bonus to Religion checks; dim light in a 20-foot emanation. Spiritual Light (2 actions, once per day): bright light for 10 minutes, a -1 status penalty to Deception and Stealth for creatures in it.","worn.shining-symbol-greater.name":"Shining Symbol (Greater)","worn.shining-symbol-greater.description":"It becomes your deity's symbol; a +2 item bonus to Religion checks; dim light in a 20-foot emanation. Spiritual Light (2 actions, once per day): bright light for 10 minutes, a -2 status penalty to Deception and Stealth for creatures in it, and your enemies in it gain weakness 5 to spirit damage.","worn.shining-symbol-major.name":"Shining Symbol (Major)","worn.shining-symbol-major.description":"It becomes your deity's symbol; a +3 item bonus to Religion checks; dim light in a 20-foot emanation. Spiritual Light (2 actions, once per day): bright light for 10 minutes, a -3 status penalty to Deception and Stealth for creatures in it, and your enemies in it gain weakness 10 to spirit damage.","worn.sleeves-of-storage.name":"Sleeves of Storage","worn.sleeves-of-storage.description":"Each sleeve holds 5 Bulk (no item over 1 Bulk); an Interact with one hand stores or retrieves an item. An empty sleeve can hold your familiar for up to 1 hour.","worn.sleeves-of-storage-greater.name":"Sleeves of Storage (Greater)","worn.sleeves-of-storage-greater.description":"Each sleeve holds 20 Bulk (no item over 1 Bulk); an Interact with one hand stores or retrieves an item. An empty sleeve can hold your familiar for up to 4 hours.","worn.symbol-of-conflict.name":"Symbol of Conflict","worn.symbol-of-conflict.description":"Only a holy or unholy character can invest it. A +1 item bonus to Religion and a +1 circumstance bonus to saves against holy and unholy effects. Presence (2 actions, once per day): the symbol casts bane or bless (DC 18, counteract +8).","worn.symbol-of-conflict.options.bane.name":"Presence (bane)","worn.symbol-of-conflict.options.bless.name":"Presence (bless)","worn.symbol-of-conflict-greater.name":"Symbol of Conflict (Greater)","worn.symbol-of-conflict-greater.description":"Only a holy or unholy character can invest it. A +2 item bonus to Religion and a +1 circumstance bonus to saves against holy and unholy effects. Presence (2 actions, once per day): the symbol casts 4th-rank bane or bless, divine wrath or cleanse affliction (DC 27, counteract +17).","worn.symbol-of-conflict-greater.options.bane.name":"Presence (bane)","worn.symbol-of-conflict-greater.options.bless.name":"Presence (bless)","worn.symbol-of-conflict-greater.options.divine-wrath.name":"Presence (divine wrath)","worn.symbol-of-conflict-greater.options.cleanse-affliction.name":"Presence (cleanse affliction)","worn.symbol-of-conflict-major.name":"Symbol of Conflict (Major)","worn.symbol-of-conflict-major.description":"Only a holy or unholy character can invest it. A +3 item bonus to Religion and a +1 circumstance bonus to saves against holy and unholy effects. Presence (2 actions, once per day): the symbol casts 6th-rank bane or bless, divine wrath or cleanse affliction (DC 38, counteract +28).","worn.symbol-of-conflict-major.options.bane.name":"Presence (bane)","worn.symbol-of-conflict-major.options.bless.name":"Presence (bless)","worn.symbol-of-conflict-major.options.divine-wrath.name":"Presence (divine wrath)","worn.symbol-of-conflict-major.options.cleanse-affliction.name":"Presence (cleanse affliction)","worn.third-eye.name":"Third Eye","worn.third-eye.description":"A +3 item bonus to Perception checks; you see every magic aura within 30 feet (as 9th-rank detect magic) and can Seek to read a creature's health and conditions. Truesight (2 actions, once per day): gain 8th-rank truesight.","worn.third-eye.options.truesight.name":"Truesight","worn.trackers-goggles.name":"Tracker's Goggles","worn.trackers-goggles.description":"A +1 item bonus to Survival checks to Sense Direction and Track; after failing to Track, try again after 30 minutes.","worn.trackers-goggles-greater.name":"Tracker's Goggles (Greater)","worn.trackers-goggles-greater.description":"A +2 item bonus to Survival checks to Sense Direction and Track; after failing to Track, try again after 15 minutes.","worn.ventriloquists-ring.name":"Ventriloquist's Ring","worn.ventriloquists-ring.description":"A +1 item bonus to Deception checks. Throw Voice (2 actions, once per day): ventriloquism (DC 19).","worn.ventriloquists-ring.options.ventriloquism.name":"Throw Voice","worn.ventriloquists-ring-greater.name":"Ventriloquist's Ring (Greater)","worn.ventriloquists-ring-greater.description":"A +2 item bonus to Deception checks. Throw Voice (2 actions): 2nd-rank ventriloquism (DC 27).","worn.ventriloquists-ring-greater.options.ventriloquism.name":"Throw Voice","worn.voyagers-pack.name":"Voyager's Pack","worn.voyagers-pack.description":"A +3 item bonus to Survival checks, and you can Track a creature that teleported. It holds a type II spacious pouch with a climbing kit that refills each dawn. Group Voyage (10 minutes): you and up to four creatures roped to it travel by 7th-rank interplanar teleport or teleport, with a DC 45 Survival check to land closer.","worn.voyagers-pack.options.teleport.name":"Group Voyage (teleport)","worn.voyagers-pack.options.interplanar-teleport.name":"Group Voyage (interplanar teleport)","worn.wayfinder.name":"Wayfinder","worn.wayfinder.description":"A compass with a slot for an aeon stone: invested together, they count as one item, and the stone gives its resonant power. Light (1 action): the wayfinder is the target of 1st-rank light. Two wayfinders with invested stones cancel each other.","worn.wayfinder.options.light.name":"Light","worn.whisper-of-the-first-lie.name":"Whisper of the First Lie","worn.whisper-of-the-first-lie.description":"A +3 item bonus to Deception checks, and you can try to counteract effects that would make you tell the truth or detect your lies (rank 9, +35). Release the Lie (3 actions, once ever): fabricated truth (DC 47), and the vial is empty.","worn.whisper-of-the-first-lie.options.fabricated-truth.name":"Release the Lie","worn.winged-sandals.name":"Winged Sandals","worn.winged-sandals.description":"When you fall, they cast gentle landing on you (once per 10 minutes). Awaken Wings (2 actions, once per day): a 30-foot fly Speed for 10 minutes.","worn.winged-sandals.actions.awaken-wings.name":"Awaken Wings","pack.name":"Second Edition fantasy rules (ORC)","actions.check.description":"Roll a d20 plus a skill, Lore, Perception or saving throw modifier against a DC. Beat the DC by 10 for a critical success, miss it by 10 for a critical failure; a natural 20 raises the result one step and a natural 1 lowers it.","actions.check.name":"Check","actions.check.params.check.name":"Modifier","actions.check.params.dc.name":"DC","actions.check.params.dc.description":"The Difficulty Class to meet or beat, set by the GM or the effect.","actions.create-character.name":"Build a character","actions.create-character.steps.ancestry.prompt":"Choose an ancestry","actions.create-character.steps.background.prompt":"Choose a background","actions.create-character.steps.class.prompt":"Choose a class","actions.create-character.steps.heritage.prompt":"Choose a heritage","actions.random-character.name":"Build a random character","actions.random-character.steps.ancestry.prompt":"Choose an ancestry","actions.random-character.steps.background.prompt":"Choose a background","actions.random-character.steps.class.prompt":"Choose a class","actions.random-character.steps.keyDie.name":"Roll for Strength or Dexterity as the key attribute","actions.random-character.steps.heritage.prompt":"Choose a heritage","actions.end-turn.name":"End of turn","actions.flat-check.name":"Flat check","actions.flat-check.params.dc.name":"DC","actions.flat-check.params.dc.description":"The number the d20 must reach.","actions.knocked-out.name":"Knocked out","actions.knocked-out.params.critical.name":"By a critical hit or critically failed save","actions.level-up.name":"Level up","actions.level-up.steps.increase.prompt":"Skill increase: raise one skill by a rank (expert at most, master from 7th level, legendary from 15th)","actions.level-up.steps.stylishIncrease.prompt":"Stylish Tricks: raise Acrobatics or your style's skill by a rank","actions.lose-dying.name":"No longer dying","actions.raise-shield.name":"Raise a Shield","actions.recovery-check.name":"Recovery check","actions.recovery-check.results.dead.name":"Dead","actions.recovery-check.results.dying.name":"Still dying","actions.recovery-check.results.recovered.name":"Recovered","actions.start-turn.name":"Start of turn","actions.start-turn.results.started.name":"Turn started","actions.strike.description":"Attack with a weapon or unarmed attack. Each attack after the first in a turn takes the multiple attack penalty (–5, then –10; –4 and –8 with an agile weapon).","actions.strike.name":"Strike","actions.strike.params.ac.name":"Target's AC","actions.strike.params.attack.name":"Attack this turn (1st, 2nd, 3rd)","actions.strike.params.attack.description":"For the multiple attack penalty: 1 for the first attack this turn.","actions.strike.params.reaction.name":"As a reaction (no multiple attack penalty)","actions.strike.params.thrown.name":"Thrown","actions.strike.participants.target.name":"Target","bands.degree.critical-failure.name":"Critical failure","bands.degree.critical-success.name":"Critical success","bands.degree.failure.name":"Failure","bands.degree.rolled.name":"Rolled","bands.degree.success.name":"Success","bands.degree.critical-success.condition":"Meet the DC by 10 or more","bands.degree.success.condition":"Meet the DC","bands.degree.failure.condition":"Miss the DC","bands.degree.critical-failure.condition":"Miss the DC by 10 or more","bands.rank.expert.name":"Expert","bands.rank.legendary.name":"Legendary","bands.rank.master.name":"Master","bands.rank.trained.name":"Trained","bands.rank.untrained.name":"Untrained","boosts.cha.name":"Charisma","boosts.con.name":"Constitution","boosts.dex.name":"Dexterity","boosts.int.name":"Intelligence","boosts.str.name":"Strength","boosts.wis.name":"Wisdom","classes.fighter.choices.class-feat.prompt":"Fighter feat (level {slot})","classes.fighter.choices.class-skill.prompt":"Acrobatics or Athletics","classes.fighter.choices.key-attribute.options.dex.name":"Dexterity","classes.fighter.choices.key-attribute.options.str.name":"Strength","classes.fighter.choices.key-attribute.prompt":"Key attribute","classes.fighter.choices.skill-feat.prompt":"Skill feat (level {slot})","classes.fighter.choices.skills.prompt":"Trained skills (3 plus Intelligence)","classes.fighter.description":"A master of weapons and armor. Key attribute: Strength or Dexterity. 10 Hit Points plus Constitution per level. Expert in Perception, Fortitude, Reflex, and simple and martial weapons and unarmed attacks; trained in Will, advanced weapons, all armor, unarmored defense and the fighter class DC. Trained in Acrobatics or Athletics and 3 more skills plus Intelligence.","classes.fighter.name":"Fighter","conditions.blinded.description":"You can't see. Perception checks that need sight critically fail; with vision as your only precise sense, –4 status penalty to Perception. Overrides dazzled.","conditions.blinded.name":"Blinded","conditions.clumsy.description":"Status penalty equal to the value to Dexterity-based rolls and DCs, including AC, Reflex saves and ranged attack rolls.","conditions.clumsy.name":"Clumsy","conditions.concealed.description":"You're hard to see: a creature targeting you must succeed at a DC 5 flat check.","conditions.concealed.name":"Concealed","conditions.confused.description":"You're off-guard, you don't treat anyone as an ally, and you can't Delay, Ready or use reactions; you attack randomly.","conditions.confused.name":"Confused","conditions.controlled.description":"Another creature decides your actions.","conditions.controlled.name":"Controlled","conditions.dazzled.description":"Everything is concealed to you: targeting anything needs a DC 5 flat check.","conditions.dazzled.name":"Dazzled","conditions.deafened.description":"You can't hear: auditory Perception checks critically fail, and –2 status penalty to Perception checks.","conditions.deafened.name":"Deafened","conditions.doomed.description":"You die at a lower dying value: 4 less your doomed value. It drops by 1 after a full night's rest.","conditions.doomed.name":"Doomed","conditions.drained.description":"Status penalty equal to the value to Constitution-based rolls and DCs (Fortitude), and you lose Hit Points equal to your level times the value, as does your maximum.","conditions.drained.name":"Drained","conditions.dying.description":"You're unconscious and near death. At the start of your turn, make a recovery check (a flat check, DC 10 + the value). You die at dying 4 (less doomed).","conditions.dying.name":"Dying","conditions.encumbered.description":"You're carrying too much: clumsy 1 and a –10-foot penalty to all your Speeds.","conditions.encumbered.name":"Encumbered","conditions.enfeebled.description":"Status penalty equal to the value to Strength-based rolls and DCs: Strength-based attack and damage rolls and Athletics checks.","conditions.enfeebled.name":"Enfeebled","conditions.fascinated.description":"–2 status penalty to Perception and skill checks, and you can't use concentrate actions unrelated to the subject.","conditions.fascinated.name":"Fascinated","conditions.fatigued.description":"–1 status penalty to AC and saving throws, and you can't use exploration activities while traveling.","conditions.fatigued.name":"Fatigued","conditions.fleeing.description":"You must spend your actions trying to escape.","conditions.fleeing.name":"Fleeing","conditions.frightened.description":"Status penalty equal to the value to all your checks and DCs. It drops by 1 at the end of each of your turns.","conditions.frightened.name":"Frightened","conditions.grabbed.description":"You're held in place: off-guard and immobilized.","conditions.grabbed.name":"Grabbed","conditions.hidden.description":"A creature knows where you are but can't see you: it must succeed at a DC 11 flat check to target you.","conditions.hidden.name":"Hidden","conditions.immobilized.description":"You can't use any action with the move trait.","conditions.immobilized.name":"Immobilized","conditions.invisible.description":"You can't be seen: you're undetected to everyone (hidden once found).","conditions.invisible.name":"Invisible","conditions.off-guard.description":"–2 circumstance penalty to AC.","conditions.off-guard.name":"Off-Guard","conditions.paralyzed.description":"You can't act: off-guard, and you can only Recall Knowledge and use mental actions.","conditions.paralyzed.name":"Paralyzed","conditions.persistent-damage.actions.take-persistent-damage.name":"Take persistent damage","conditions.persistent-damage.description":"You take the damage at the end of each of your turns, then attempt a DC 15 flat check to end it.","conditions.persistent-damage.name":"Persistent Damage","conditions.petrified.description":"You've been turned to stone and can't act or sense anything.","conditions.petrified.name":"Petrified","conditions.prone.description":"You're lying on the ground: off-guard and –2 circumstance penalty to attack rolls.","conditions.prone.name":"Prone","conditions.quickened.description":"You gain 1 extra action at the start of each turn, usable only as the effect that quickened you allows.","conditions.quickened.name":"Quickened","conditions.restrained.description":"You're tied up or pinned: off-guard and immobilized, and you can't use attack or manipulate actions except to escape.","conditions.restrained.name":"Restrained","conditions.sickened.actions.retch.name":"Retch","conditions.sickened.actions.retch.params.dc.name":"DC","conditions.sickened.description":"Status penalty equal to the value to all checks and DCs, and you can't willingly ingest anything. Retch to try to lower it.","conditions.sickened.name":"Sickened","conditions.slowed.description":"You regain that many fewer actions at the start of each turn.","conditions.slowed.name":"Slowed","conditions.stunned.description":"You lose that many actions at the start of your turn, and the value drops by the actions lost.","conditions.stunned.name":"Stunned","conditions.stupefied.description":"Status penalty equal to the value to Intelligence-, Wisdom- and Charisma-based checks and DCs, including Will saves and Perception.","conditions.stupefied.name":"Stupefied","conditions.unconscious.description":"You can't act: –4 status penalty to AC, Perception and Reflex saves, and you're blinded and off-guard.","conditions.unconscious.name":"Unconscious","conditions.wounded.description":"Whenever you gain the dying condition, its value rises by your wounded value.","conditions.wounded.name":"Wounded","constraints.alive":"Dying has reached its maximum: the character is dead.","constraints.bulk-limit":"More Bulk than the character can carry.","constraints.creation-ancestry-background-class":"A new character needs an ancestry, a background and a class.","constraints.one-flourish":"Only one action with the flourish trait each turn.","creation.standard.description":"Choose an ancestry and heritage, a background and a class, then the attribute boosts, feats, languages and skills they bring.","creation.standard.name":"Build a character","creation.random.description":"A random class, ancestry, heritage and background, with every boost, skill, feat and language they bring picked for you.","creation.random.name":"A random character","feats.fighter.double-slice.actions.double-slice.name":"Double Slice","feats.fighter.double-slice.actions.double-slice.steps.first.prompt":"First Strike: choose a melee weapon","feats.fighter.double-slice.actions.double-slice.steps.second.prompt":"Second Strike: choose your other melee weapon","feats.fighter.double-slice.description":"Two actions. With a melee weapon in each hand, Strike with each, both at your current multiple attack penalty. The second Strike takes a –2 penalty unless its weapon is agile. If both hit the same creature, combine their damage.","feats.fighter.double-slice.name":"Double Slice","feats.fighter.dueling-parry.actions.parry.name":"Dueling Parry","feats.fighter.dueling-parry.description":"Wielding a one-handed melee weapon with your other hand free: a +2 circumstance bonus to AC until the start of your next turn.","feats.fighter.dueling-parry.name":"Dueling Parry","feats.fighter.exacting-strike.actions.exacting-strike.name":"Exacting Strike","feats.fighter.exacting-strike.actions.exacting-strike.steps.weapon.prompt":"Choose a weapon","feats.fighter.exacting-strike.description":"Press. Strike; if it fails, it doesn't count toward your multiple attack penalty.","feats.fighter.exacting-strike.name":"Exacting Strike","feats.fighter.intimidating-strike.actions.intimidating-strike.name":"Intimidating Strike","feats.fighter.intimidating-strike.actions.intimidating-strike.steps.weapon.prompt":"Choose a melee weapon","feats.fighter.intimidating-strike.description":"Two actions: Strike; on a hit, the target is frightened 1 (frightened 2 on a critical hit).","feats.fighter.intimidating-strike.name":"Intimidating Strike","feats.fighter.lunge.actions.lunge.name":"Lunge","feats.fighter.lunge.actions.lunge.steps.weapon.prompt":"Choose a melee weapon","feats.fighter.lunge.description":"Strike with a melee weapon, with 5 more feet of reach for this Strike.","feats.fighter.lunge.name":"Lunge","feats.fighter.point-blank-stance.description":"Stance. Your ranged Strikes ignore the volley trait, and you gain a +2 circumstance bonus to damage with ranged weapons within their first range increment.","feats.fighter.point-blank-stance.name":"Point-Blank Stance","feats.fighter.reactive-shield.actions.reactive-shield.name":"Reactive Shield","feats.fighter.reactive-shield.description":"Reaction, when an enemy hits you with a melee Strike: Raise a Shield, possibly turning the hit into a miss.","feats.fighter.reactive-shield.name":"Reactive Shield","feats.fighter.snagging-strike.actions.snagging-strike.name":"Snagging Strike","feats.fighter.snagging-strike.actions.snagging-strike.steps.weapon.prompt":"Choose a weapon","feats.fighter.snagging-strike.description":"Strike with one hand free; on a hit, the target is off-guard until the start of your next turn.","feats.fighter.snagging-strike.name":"Snagging Strike","feats.fighter.sudden-charge.actions.sudden-charge.name":"Sudden Charge","feats.fighter.sudden-charge.actions.sudden-charge.steps.weapon.prompt":"Choose a melee weapon","feats.fighter.sudden-charge.description":"Flourish, open. Two actions: Stride twice, then make a melee Strike.","feats.fighter.sudden-charge.name":"Sudden Charge","feats.fighter.vicious-swing.actions.vicious-swing.name":"Vicious Swing","feats.fighter.vicious-swing.actions.vicious-swing.steps.weapon.prompt":"Choose a melee weapon","feats.fighter.vicious-swing.description":"Flourish. Two actions: a melee Strike that counts as two attacks for your multiple attack penalty and deals an extra weapon damage die (two at 10th level, three at 18th).","feats.fighter.vicious-swing.name":"Vicious Swing","features.fighter.armor-expertise.description":"Expert in light, medium and heavy armor and unarmored defense. You gain the armor specialization effects of medium and heavy armor.","features.fighter.armor-expertise.name":"Armor Expertise","features.fighter.armor-mastery.description":"Master in light, medium and heavy armor and unarmored defense.","features.fighter.armor-mastery.name":"Armor Mastery","features.fighter.battle-hardened.description":"Your Fortitude proficiency becomes master. A success on a Fortitude save is a critical success.","features.fighter.battle-hardened.name":"Battle Hardened","features.fighter.battlefield-surveyor.description":"Your Perception proficiency becomes master, and you gain a +2 circumstance bonus to Perception checks for initiative.","features.fighter.battlefield-surveyor.name":"Battlefield Surveyor","features.fighter.bravery.description":"Your Will proficiency becomes expert. A success on a Will save against fear is a critical success, and whenever you gain the frightened condition, reduce its value by 1.","features.fighter.bravery.name":"Bravery","features.fighter.combat-flexibility.choices.feat.prompt":"Feat","features.fighter.combat-flexibility.description":"At your daily preparations, gain a fighter feat of 8th level or lower that you don't have, until your next preparations.","features.fighter.combat-flexibility.name":"Combat Flexibility","features.fighter.fighter-expertise.description":"Your fighter class DC proficiency becomes expert.","features.fighter.fighter-expertise.name":"Fighter Expertise","features.fighter.greater-weapon-specialization.description":"Weapon specialization damage becomes +4 at expert, +6 at master and +8 at legendary.","features.fighter.greater-weapon-specialization.name":"Greater Weapon Specialization","features.fighter.improved-flexibility.choices.feat.prompt":"Feat","features.fighter.improved-flexibility.description":"Combat Flexibility gives a second fighter feat, of 14th level or lower.","features.fighter.improved-flexibility.name":"Improved Flexibility","features.fighter.reactive-strike.actions.reactive-strike.name":"Reactive Strike","features.fighter.reactive-strike.actions.reactive-strike.steps.weapon.prompt":"Choose a melee weapon","features.fighter.reactive-strike.description":"Reaction. When a creature within your reach uses a manipulate or move action, makes a ranged attack or leaves a square during a move action, make a melee Strike against it. A critical hit on a manipulate action disrupts it. This Strike doesn't count toward or take your multiple attack penalty.","features.fighter.reactive-strike.name":"Reactive Strike","features.fighter.shield-block.description":"You gain the Shield Block general feat.","features.fighter.shield-block.name":"Shield Block","features.fighter.tempered-reflexes.description":"Your Reflex proficiency becomes master. A success on a Reflex save is a critical success.","features.fighter.tempered-reflexes.name":"Tempered Reflexes","features.fighter.versatile-legend.description":"Legendary in simple and martial weapons and unarmed attacks, master in advanced weapons and in the fighter class DC.","features.fighter.versatile-legend.name":"Versatile Legend","features.fighter.weapon-legend.choices.group.prompt":"Weapon group","features.fighter.weapon-legend.description":"Master in simple and martial weapons and unarmed attacks, expert in advanced weapons. Choose a weapon group: legendary in its simple and martial weapons and unarmed attacks, master in its advanced weapons.","features.fighter.weapon-legend.name":"Weapon Legend","features.fighter.weapon-mastery.choices.group.prompt":"Weapon group","features.fighter.weapon-mastery.description":"Choose a weapon group: master in its simple and martial weapons and unarmed attacks, expert in its advanced weapons. You gain critical specialization effects with weapons you are master in.","features.fighter.weapon-mastery.name":"Weapon Mastery","features.fighter.weapon-specialization.description":"+2 damage with weapons and unarmed attacks you are expert in, +3 if master, +4 if legendary.","features.fighter.weapon-specialization.name":"Weapon Specialization","fields.attacks.advanced.rank.name":"Advanced weapons","fields.attacks.legendGroups.name":"Weapon groups at legendary","fields.attacks.martial.rank.name":"Martial weapons","fields.attacks.masterGroups.name":"Weapon groups at master","fields.attacks.favoredWeapons.name":"Favored weapons","fields.attacks.favoredRank.name":"Favored weapon proficiency","fields.attacks.simple.rank.name":"Simple weapons","fields.attacks.unarmed.rank.name":"Unarmed attacks","fields.attributes.cha.mod.name":"Charisma","fields.attributes.cha.mod.short":"CHA","fields.attributes.con.mod.name":"Constitution","fields.attributes.con.mod.short":"CON","fields.attributes.dex.mod.name":"Dexterity","fields.attributes.dex.mod.short":"DEX","fields.attributes.int.mod.name":"Intelligence","fields.attributes.int.mod.short":"INT","fields.attributes.str.mod.name":"Strength","fields.attributes.str.mod.short":"STR","fields.attributes.wis.mod.name":"Wisdom","fields.attributes.wis.mod.short":"WIS","fields.bulk.carried.name":"Bulk carried","fields.bulk.encumbered.name":"Encumbered above","fields.bulk.max.name":"Maximum Bulk","fields.classDc.rank.name":"Class DC proficiency","fields.classDc.value.name":"Class DC","fields.creature.size.name":"Size","fields.defenses.ac.name":"Armor Class","fields.defenses.acPrey.name":"AC against your prey","fields.defenses.heavy.rank.name":"Heavy armor","fields.defenses.light.rank.name":"Light armor","fields.defenses.medium.rank.name":"Medium armor","fields.defenses.unarmored.rank.name":"Unarmored defense","fields.hp.current.name":"Hit Points","fields.hp.max.name":"Maximum Hit Points","fields.hp.temp.name":"Temporary Hit Points","fields.languages.name":"Languages","fields.level.name":"Level","fields.parry.active.name":"Dueling Parry","fields.perception.dc.name":"Perception DC","fields.perception.mod.name":"Perception","fields.perception.rank.name":"Perception proficiency","fields.saves.fortitude.dc.name":"Fortitude DC","fields.saves.fortitude.mod.name":"Fortitude","fields.saves.fortitude.rank.name":"Fortitude proficiency","fields.saves.reflex.dc.name":"Reflex DC","fields.saves.reflex.mod.name":"Reflex","fields.saves.reflex.rank.name":"Reflex proficiency","fields.saves.will.dc.name":"Will DC","fields.saves.will.mod.name":"Will","fields.saves.will.rank.name":"Will proficiency","fields.senses.name":"Senses","fields.shield.raised.name":"Shield raised","fields.skills.acrobatics.increases.name":"Acrobatics increases","fields.skills.acrobatics.trainedByIncrease.name":"Acrobatics trained by a skill increase","fields.skills.acrobatics.mod.name":"Acrobatics","fields.skills.acrobatics.rank.name":"Acrobatics proficiency","fields.skills.arcana.increases.name":"Arcana increases","fields.skills.arcana.trainedByIncrease.name":"Arcana trained by a skill increase","fields.skills.arcana.mod.name":"Arcana","fields.skills.arcana.rank.name":"Arcana proficiency","fields.skills.athletics.increases.name":"Athletics increases","fields.skills.athletics.trainedByIncrease.name":"Athletics trained by a skill increase","fields.skills.athletics.mod.name":"Athletics","fields.skills.athletics.rank.name":"Athletics proficiency","fields.skills.crafting.increases.name":"Crafting increases","fields.skills.crafting.trainedByIncrease.name":"Crafting trained by a skill increase","fields.skills.crafting.mod.name":"Crafting","fields.skills.crafting.rank.name":"Crafting proficiency","fields.skills.deception.increases.name":"Deception increases","fields.skills.deception.trainedByIncrease.name":"Deception trained by a skill increase","fields.skills.deception.mod.name":"Deception","fields.skills.deception.rank.name":"Deception proficiency","fields.skills.diplomacy.increases.name":"Diplomacy increases","fields.skills.diplomacy.trainedByIncrease.name":"Diplomacy trained by a skill increase","fields.skills.diplomacy.mod.name":"Diplomacy","fields.skills.diplomacy.rank.name":"Diplomacy proficiency","fields.skills.intimidation.increases.name":"Intimidation increases","fields.skills.intimidation.trainedByIncrease.name":"Intimidation trained by a skill increase","fields.skills.intimidation.mod.name":"Intimidation","fields.skills.intimidation.rank.name":"Intimidation proficiency","fields.skills.lore.academia.increases.name":"Academia Lore increases","fields.skills.lore.academia.trainedByIncrease.name":"Academia Lore trained by a skill increase","fields.skills.lore.academia.mod.name":"Academia Lore","fields.skills.lore.academia.rank.name":"Academia Lore proficiency","fields.skills.lore.circus.increases.name":"Circus Lore increases","fields.skills.lore.circus.trainedByIncrease.name":"Circus Lore trained by a skill increase","fields.skills.lore.circus.mod.name":"Circus Lore","fields.skills.lore.circus.rank.name":"Circus Lore proficiency","fields.skills.lore.farming.increases.name":"Farming Lore increases","fields.skills.lore.farming.trainedByIncrease.name":"Farming Lore trained by a skill increase","fields.skills.lore.farming.mod.name":"Farming Lore","fields.skills.lore.farming.rank.name":"Farming Lore proficiency","fields.skills.lore.legal.increases.name":"Legal Lore increases","fields.skills.lore.legal.trainedByIncrease.name":"Legal Lore trained by a skill increase","fields.skills.lore.legal.mod.name":"Legal Lore","fields.skills.lore.legal.rank.name":"Legal Lore proficiency","fields.skills.lore.scribing.increases.name":"Scribing Lore increases","fields.skills.lore.scribing.trainedByIncrease.name":"Scribing Lore trained by a skill increase","fields.skills.lore.scribing.mod.name":"Scribing Lore","fields.skills.lore.scribing.rank.name":"Scribing Lore proficiency","fields.skills.lore.underworld.increases.name":"Underworld Lore increases","fields.skills.lore.underworld.trainedByIncrease.name":"Underworld Lore trained by a skill increase","fields.skills.lore.underworld.mod.name":"Underworld Lore","fields.skills.lore.underworld.rank.name":"Underworld Lore proficiency","fields.skills.lore.warfare.increases.name":"Warfare Lore increases","fields.skills.lore.warfare.trainedByIncrease.name":"Warfare Lore trained by a skill increase","fields.skills.lore.warfare.mod.name":"Warfare Lore","fields.skills.lore.warfare.rank.name":"Warfare Lore proficiency","fields.skills.medicine.increases.name":"Medicine increases","fields.skills.medicine.trainedByIncrease.name":"Medicine trained by a skill increase","fields.skills.medicine.mod.name":"Medicine","fields.skills.medicine.rank.name":"Medicine proficiency","fields.skills.nature.increases.name":"Nature increases","fields.skills.nature.trainedByIncrease.name":"Nature trained by a skill increase","fields.skills.nature.mod.name":"Nature","fields.skills.nature.rank.name":"Nature proficiency","fields.skills.occultism.increases.name":"Occultism increases","fields.skills.occultism.trainedByIncrease.name":"Occultism trained by a skill increase","fields.skills.occultism.mod.name":"Occultism","fields.skills.occultism.rank.name":"Occultism proficiency","fields.skills.performance.increases.name":"Performance increases","fields.skills.performance.trainedByIncrease.name":"Performance trained by a skill increase","fields.skills.performance.mod.name":"Performance","fields.skills.performance.rank.name":"Performance proficiency","fields.skills.religion.increases.name":"Religion increases","fields.skills.religion.trainedByIncrease.name":"Religion trained by a skill increase","fields.skills.religion.mod.name":"Religion","fields.skills.religion.rank.name":"Religion proficiency","fields.skills.society.increases.name":"Society increases","fields.skills.society.trainedByIncrease.name":"Society trained by a skill increase","fields.skills.society.mod.name":"Society","fields.skills.society.rank.name":"Society proficiency","fields.skills.stealth.increases.name":"Stealth increases","fields.skills.stealth.trainedByIncrease.name":"Stealth trained by a skill increase","fields.skills.stealth.mod.name":"Stealth","fields.skills.stealth.rank.name":"Stealth proficiency","fields.skills.survival.increases.name":"Survival increases","fields.skills.survival.trainedByIncrease.name":"Survival trained by a skill increase","fields.skills.survival.mod.name":"Survival","fields.skills.survival.rank.name":"Survival 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advancement","groups.ancestry.label":"Ancestry","groups.armor.label":"Armor","groups.attributes.label":"Attributes","groups.background.label":"Background","groups.bulk.label":"Bulk","groups.checks.label":"Checks","groups.class-features.label":"Class features","groups.class.label":"Class","groups.condition-actions.label":"Conditions","groups.conditions.label":"Conditions","groups.defenses.label":"Defenses","groups.feats.label":"Feats","groups.feats.sections.ancestry.name":"Ancestry feats","groups.feats.sections.class.name":"Class feats","groups.feats.sections.general.name":"General feats","groups.feats.sections.skill.name":"Skill feats","groups.gear.label":"Gear","groups.heritage.label":"Heritage","groups.consumables.label":"Consumables","groups.rituals.label":"Rituals","groups.variant-features.label":"Variant rules","groups.boost-picks.label":"Attribute boosts picked","groups.language-picks.label":"Languages 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trained twice: train another skill instead","rules.choices.free-boosts.prompt":"Four free attribute boosts, each to a different attribute","rules.choices.general-feat.prompt":"General feat (level {slot})","rules.choices.languages.prompt":"Additional languages","situational.againstEmotion.name":"Against an emotion effect","situational.againstFear.name":"Against a fear effect","situational.circumstanceBonus.name":"Circumstance bonus","situational.circumstancePenalty.name":"Circumstance penalty","situational.fortune.name":"Fortune (roll twice, take the higher)","situational.initiative.name":"Rolling initiative","situational.itemBonus.name":"Item bonus","situational.misfortune.name":"Misfortune (roll twice, take the lower)","situational.offGuardTarget.name":"Target off-guard to this attack (flanked)","situational.penalty.name":"Untyped penalty","situational.pointBlank.name":"Point-Blank Stance, within the first range increment","situational.shieldBlock.name":"Shield Block","situational.statusBonus.name":"Status bonus","situational.statusPenalty.name":"Status penalty","situational.sweep.name":"Sweep: attacked a different target this turn","tags.skill.acrobatics.name":"Acrobatics","tags.skill.arcana.name":"Arcana","tags.skill.athletics.name":"Athletics","tags.skill.crafting.name":"Crafting","tags.skill.deception.name":"Deception","tags.skill.diplomacy.name":"Diplomacy","tags.skill.intimidation.name":"Intimidation","tags.skill.lore.academia.name":"Academia Lore","tags.skill.lore.circus.name":"Circus Lore","tags.skill.lore.farming.name":"Farming Lore","tags.skill.lore.legal.name":"Legal Lore","tags.skill.lore.scribing.name":"Scribing Lore","tags.skill.lore.underworld.name":"Underworld Lore","tags.skill.lore.warfare.name":"Warfare 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other { · Range {range} feet}}{hands, plural, =2 { · Two hands} other {}}{has_tags, select, true { · {tags_name}} other {}}{bulk, plural, =0 {} other { · Bulk {bulk_name}}}{has_price, select, true { · {price} gp} other {}}","types.weapon.fields.category.values.unarmed.name":"Unarmed","types.weapon.fields.category.values.simple.name":"Simple","types.weapon.fields.category.values.martial.name":"Martial","types.weapon.fields.category.values.advanced.name":"Advanced","types.weapon.fields.group.values.axe.name":"Axe","types.weapon.fields.group.values.bomb.name":"Bomb","types.weapon.fields.group.values.bow.name":"Bow","types.weapon.fields.group.values.brawling.name":"Brawling","types.weapon.fields.group.values.club.name":"Club","types.weapon.fields.group.values.crossbow.name":"Crossbow","types.weapon.fields.group.values.dart.name":"Dart","types.weapon.fields.group.values.flail.name":"Flail","types.weapon.fields.group.values.hammer.name":"Hammer","types.weapon.fields.group.values.knife.name":"Knife","types.weapon.fields.group.values.pick.name":"Pick","types.weapon.fields.group.values.polearm.name":"Polearm","types.weapon.fields.group.values.shield.name":"Shield","types.weapon.fields.group.values.sling.name":"Sling","types.weapon.fields.group.values.spear.name":"Spear","types.weapon.fields.group.values.sword.name":"Sword","types.weapon.fields.damageType.values.bludgeoning.name":"bludgeoning","types.weapon.fields.damageType.values.piercing.name":"piercing","types.weapon.fields.damageType.values.slashing.name":"slashing","types.armor.block":"**{name}** — *{category, select, unarmored {Unarmored defense} other {{category_name} armor}}* · AC +{acBonus} · Dex cap +{dexCap}{has_strength, select, true { · Strength +{strength}} other {}}{checkPenalty, plural, =0 {} other { · Check penalty –{checkPenalty}}}{speedPenalty, plural, =0 {} other { · Speed –{speedPenalty} feet}}{has_group, select, true { · Group {group_name}} other {}}{has_tags, select, true { · {tags_name}} other {}}{bulk, plural, =0 {} other { · Bulk {bulk_name}}}{has_price, select, true { · {price} gp} other {}}","types.armor.fields.category.values.unarmored.name":"Unarmored","types.armor.fields.category.values.light.name":"Light","types.armor.fields.category.values.medium.name":"Medium","types.armor.fields.category.values.heavy.name":"Heavy","types.armor.fields.group.values.cloth.name":"Cloth","types.armor.fields.group.values.leather.name":"Leather","types.armor.fields.group.values.composite.name":"Composite","types.armor.fields.group.values.chain.name":"Chain","types.armor.fields.group.values.plate.name":"Plate","types.shield.block":"**{name}** — *Shield* · AC +{acBonus} · Hardness {hardness} · HP {hp} (BT {bt}){speedPenalty, plural, =0 {} other { · Speed –{speedPenalty} feet}}{has_tags, select, true { · {tags_name}} other {}}{bulk, plural, =0 {} other { · Bulk {bulk_name}}}{has_price, select, true { · {price} gp} other {}}","types.gear.block":"**{name}** — *Gear*{has_tags, select, true { · {tags_name}} other {}}{bulk, plural, =0 {} other { · Bulk {bulk_name}}}{has_price, select, true { · {price} gp} other {}}","types.consumable.block":"**{name}** — *{category_name} {level}*{has_tags, select, true { · {tags_name}} other {}}{has_healing, select, true { · Restores {healing} HP} other {}}{bulk, plural, =0 {} other { · Bulk {bulk_name}}}{has_price, select, true { · {price} gp} other {}}","types.consumable.fields.category.values.potion.name":"Potion","types.consumable.fields.category.values.elixir.name":"Elixir","types.weapon.fields.bulk.values.0.1.name":"L","types.armor.fields.bulk.values.0.1.name":"L","types.shield.fields.bulk.values.0.1.name":"L","types.gear.fields.bulk.values.0.1.name":"L","types.consumable.fields.bulk.values.0.1.name":"L","units.ft.name":"feet","units.ft.short":"ft","tags.ac.name":"Armor Class","tags.animal.name":"Animal","tags.animal.ape.name":"Ape","tags.animal.bear.name":"Bear","tags.animal.bull.name":"Bull","tags.animal.cat.name":"Cat","tags.animal.deer.name":"Deer","tags.animal.frog.name":"Frog","tags.animal.shark.name":"Shark","tags.animal.snake.name":"Snake","tags.animal.wolf.name":"Wolf","tags.assurance.name":"Assurance","tags.attack.name":"Attack","tags.attack-count.name":"Attack count","tags.attack.melee.name":"Melee attack","tags.attack.ranged.name":"Ranged attack","tags.attr.name":"Attribute","tags.attr.cha.name":"Charisma","tags.attr.con.name":"Constitution","tags.attr.dex.name":"Dexterity","tags.attr.int.name":"Intelligence","tags.attr.str.name":"Strength","tags.attr.wis.name":"Wisdom","tags.attribute.name":"Attribute","tags.attribute-boosts.name":"Attribute boosts","tags.check.name":"Check","tags.class-action.name":"Class action","tags.feat-action.name":"Feat action","tags.class-dc.name":"Class DC","tags.condition.name":"Condition","tags.creation.name":"Creation","tags.d20.name":"d20 roll","tags.damage.name":"Damage","tags.damage.acid.name":"Acid damage","tags.damage.bleed.name":"Bleed damage","tags.damage.bludgeoning.name":"Bludgeoning damage","tags.damage.cold.name":"Cold damage","tags.damage.critical.name":"Critical damage","tags.damage.electricity.name":"Electricity damage","tags.damage.fire.name":"Fire damage","tags.damage.mental.name":"Mental damage","tags.damage.piercing.name":"Piercing damage","tags.damage.poison.name":"Poison damage","tags.damage.slashing.name":"Slashing damage","tags.damage.sonic.name":"Sonic damage","tags.damage.spell.name":"Spell damage","tags.damage.spirit.name":"Spirit damage","tags.damage.strike.name":"Strike damage","tags.damage.vitality.name":"Vitality damage","tags.damage.void.name":"Void damage","tags.dc.name":"DC","tags.dying.name":"Dying","tags.flat-check.name":"Flat check","tags.group.name":"Weapon group","tags.group.axe.name":"Axe group","tags.group.bomb.name":"Bomb group","tags.group.bow.name":"Bow group","tags.group.brawling.name":"Brawling group","tags.group.club.name":"Club group","tags.group.crossbow.name":"Crossbow group","tags.group.dart.name":"Dart group","tags.group.flail.name":"Flail group","tags.group.hammer.name":"Hammer group","tags.group.knife.name":"Knife group","tags.group.pick.name":"Pick group","tags.group.polearm.name":"Polearm group","tags.group.shield.name":"Shield group","tags.group.sling.name":"Sling group","tags.group.spear.name":"Spear group","tags.group.sword.name":"Sword group","tags.hunt-prey.name":"Hunt Prey","tags.level-up.name":"Level up","tags.lore.name":"Lore","tags.perception.name":"Perception","tags.persistent-damage.name":"Persistent damage","tags.rage.name":"Rage","tags.reaction.name":"Reaction","tags.rest.name":"Rest","tags.save.name":"Saving throw","tags.save.fortitude.name":"Fortitude","tags.save.reflex.name":"Reflex","tags.save.will.name":"Will","tags.sense.name":"Sense","tags.sense.darkvision.name":"Darkvision","tags.sense.low-light-vision.name":"Low-light vision","tags.sense.scent.name":"Scent","tags.shield.name":"Shield","tags.skill.name":"Skill","tags.skill-increase.name":"Skill increase","tags.skill-training.name":"Skill training","tags.skill-rank.name":"Skill rank","tags.untrained.name":"Untrained","tags.skill.lore.name":"Lore","tags.sneak.name":"Sneak Attack","tags.sneak.underhanded-assault.name":"Underhanded Assault","tags.spell.name":"Spell","tags.spell.caster.name":"Spell, for its caster","tags.spell.paid.name":"Spell, once paid for","tags.spell.target.name":"Spell, for each target","tags.spell-attack.name":"Spell attack","tags.spell-cost.name":"Spell cost","tags.spell-dc.name":"Spell DC","tags.stance.name":"Stance","tags.standard.name":"Standard","tags.stratagem-roll.name":"Stratagem roll","tags.part.name":"Roll part","tags.part.attribute.name":"Attack attribute","tags.part.map.name":"Multiple attack penalty","tags.part.weapon-die.name":"Weapon damage die","tags.strike.name":"Strike","tags.strike.hit.name":"Strike hit","tags.strike.hit.critical.name":"Strike critical hit","tags.strike.double-slice.name":"Double Slice","tags.strike.flurry-of-blows.name":"Flurry of Blows","tags.strike.hunters-aim.name":"Hunter's Aim","tags.strike.one-inch-punch.name":"One-Inch Punch","tags.strike.one-inch-punch.three.name":"One-Inch Punch (three actions)","tags.strike.tiger-slash.name":"Tiger Slash","tags.strike.vicious-swing.name":"Vicious Swing","tags.tradition.name":"Tradition","tags.trait.name":"Trait","tags.trait.divine.name":"Divine","tags.trait.dwarf.name":"Dwarf","tags.trait.elf.name":"Elf","tags.trait.gnome.name":"Gnome","tags.trait.goblin.name":"Goblin","tags.trait.grapple.name":"Grapple","tags.trait.halfling.name":"Halfling","tags.trait.human.name":"Human","tags.trait.humanoid.name":"Humanoid","tags.trait.leshy.name":"Leshy","tags.trait.orc.name":"Orc","tags.trait.plant.name":"Plant","tags.trait.rage.name":"Rage","tags.turn.name":"Turn","tags.turn.end.name":"End of turn","tags.turn.start.name":"Start of turn","tags.unarmed.name":"Unarmed","tags.druid-order.name":"Druid order","tags.language.name":"Language","tags.trait.cleric.name":"Cleric","tags.trait.druid.name":"Druid","tags.trait.sorcerer.name":"Sorcerer","tags.trait.spellshape.name":"Spellshape","tags.trait.wizard.name":"Wizard"};