{
	"_meta": {
		"internalCopies": [
			"creatureFluff"
		]
	},
	"creatureFluff": [
		{
			"name": "Villains",
			"source": "GMG",
			"page": 246,
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Villains",
					"collapsible": true,
					"source": "GMG",
					"page": 246,
					"entries": [
						"Villains pursue selfish and cruel goals, trampling over anyone foolish or purehearted enough to stand in their way."
					]
				}
			]
		},
		{
			"name": "Tradespeople",
			"source": "GMG",
			"page": 244,
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Tradespeople",
					"collapsible": true,
					"source": "GMG",
					"page": 244,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "COMMON ARTISAN GUILD",
							"source": "GMG",
							"page": 244,
							"entries": [
								"Cartographers",
								"Cobblers",
								"Cooks and bakers",
								"Glassblowers",
								"Herbalists",
								"Jewelers and gem cutters",
								"Leatherworkers",
								"Locksmiths",
								"Magecrafters",
								"Masons and stonecutters",
								"Painters and sign makers",
								"Physicians and apothecaries",
								"Potion brewers",
								"Potters",
								"Scroll keepers",
								"Shipwrights and sailmakers",
								"Skinners and tanners",
								"Wagonmakers and wheelwrights",
								"Weaponsmiths",
								"Wandcrafters",
								"Weavers",
								"Woodcarvers and coopers"
							]
						},
						"Every settlement needs tradespeople to create new products, facilitate commerce, and keep the infrastructure from crumbling. Larger cities often have entire guilds dedicated to the creation of specific goods, managing worker conditions, and working with local governments."
					]
				}
			]
		},
		{
			"name": "Seafarers",
			"source": "GMG",
			"page": 242,
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Seafarers",
					"collapsible": true,
					"source": "GMG",
					"page": 242,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "SHIPBOARD SPELLS",
							"source": "GMG",
							"page": 242,
							"entries": [
								"The captain can gain all these spells in place of Dual Disarm. The bosun can exchange Pike and Strike to gain the cantrips and 1st-level spells.",
								"{@b Primal Prepared Spells} DC 24 (DC 18 bosun), attack +16 (+10 bosun); {@b 2nd} {@spell summon elemental}, {@spell water breathing}, {@spell water walk}; {@b 1st} {@spell feather fall}, {@spell gust of wind} (×2); {@b Cantrips (2nd, 1st for bosun)} {@spell electric arc}, {@spell guidance}, {@spell know direction}, {@spell light}, {@spell tanglefoot}"
							]
						},
						{
							"type": "pf2-sidebar",
							"name": "NAUTICAL SUPERSTITIONS",
							"source": "GMG",
							"page": 243,
							"entries": [
								{
									"type": "list",
									"items": [
										"Never use phrases like \"good luck,\" \"drowned,\" or \"goodbye.\"",
										"No whistling onboard.",
										"Never kill certain creatures, such as albatrosses or dolphins.",
										"Never change the name of a vessel without protective rites.",
										"Never set sail on certain days of the week.",
										"Tengus absorb bad luck into themselves to create good luck."
									]
								}
							]
						},
						"Adventurers may need passage on a swift vessel, or they might face danger from raiders at sea or in coastal settlements."
					]
				}
			]
		},
		{
			"name": "Scholars",
			"source": "GMG",
			"page": 240,
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Scholars",
					"collapsible": true,
					"source": "GMG",
					"page": 240,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "UNCOMMON SCHOLASTIC DISCIPLINES",
							"source": "GMG",
							"page": 240,
							"entries": [
								"Beside the life and natural sciences such as arcana, biology, botany, geology, oceanography, and zoology, demand is increasing in cities for more modern disciplines, like anthropology, economics, sociology, urban planning, and even art curation and forensic investigation."
							]
						},
						{
							"type": "pf2-sidebar",
							"name": "CENTERS OF LEARNING",
							"source": "GMG",
							"page": 241,
							"entries": [
								"{@b Kitharodian Academy (Taldor):} Famed bardic college teaching students of all social classes.",
								"{@b Magaambya (Nantambu):} Ancient school with some of the world's greatest stores of arcane knowledge.",
								"{@b University of Lepidstadt (Ustalav):} School primarily focusing on alchemy, medicine, and scientific study"
							]
						},
						"True power comes from knowledge: the power to shape the growth of kingdoms by mere whispers, staying three steps ahead of adversaries, or even knowing which flora is best for creating untraceable poisons."
					]
				}
			]
		},
		{
			"name": "Publicans",
			"source": "GMG",
			"page": 238,
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Publicans",
					"collapsible": true,
					"source": "GMG",
					"page": 238,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "TAP LIST",
							"source": "GMG",
							"page": 238,
							"entries": [
								"{@b Ale:} Andoren beer, Boulderhead bock, Cheerful Delver stout, Liquid Ghosts, Luglurch ale, Thileu lager.",
								"{@b Cider and Mead:} Hardroot cider, Qadiran cider, Two Knight Brewery mead, Wineberry mead.",
								"{@b Wine:} Irrisen icewine, sarain, syrinelle, Whiterose Abbey wine",
								"{@b Spirits:} Daggermark drip, dragon punch whiskey, Old Erebus, vjarik."
							]
						},
						{
							"type": "pf2-sidebar",
							"name": "BAR FIGHT!",
							"source": "GMG",
							"page": 239,
							"entries": [
								"Bar fights work better without a grid. Use the stat blocks here or in the Downtrodden section for notable participants, everyone else attacking nonlethally with fists or improvised weapons. Roll one or two attacks at the end of each round against each PC in the fight ({@hit +4} attack modifier, {@damage 1d4+2} bludgeoning damage). {@item Alcohol|GMG} rules can be found {@quickref here|gmg|4|drugs}."
							]
						},
						"Countless adventures begin in a tavern or a pub. Maybe it's because such places attract the risk-prone, or maybe it's because everyone needs a little liquid courage before they decide to take on a group of rampaging ogres."
					]
				}
			]
		},
		{
			"name": "Performers",
			"source": "GMG",
			"page": 236,
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Performers",
					"collapsible": true,
					"source": "GMG",
					"page": 236,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "LET'S SEE A SHOW",
							"source": "GMG",
							"page": 237,
							"entries": [
								"Prices for a night's entertainment are per head and can be far higher for world-class performers.",
								"{@b Circus} 1 sp;",
								"{@b Dance} 2 cp social, 6 cp stage performance, 1 gp high-society ball;",
								"{@b Stage Play} 6 cp small theater, 1 sp major theater;",
								"{@b Opera} 5 gp general admission, 20 gp box seats;",
								"{@b Music} 5 cp troubadours, 2 sp orchestra;",
								"{@b Street Performance} tips of 1\u20132 cp."
							]
						},
						"Performances can serve as entertainment, expressions of beauty, or part of a shared culture."
					]
				}
			]
		},
		{
			"name": "Officers",
			"source": "GMG",
			"page": 232,
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Officers",
					"collapsible": true,
					"source": "GMG",
					"page": 232,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "DEPLOYING THE WATCH",
							"source": "GMG",
							"page": 232,
							"entries": [
								"If no guard is present, it takes at least 1\u20132 rounds for a civilian to find a guard to sound an alarm whistle. If a guard was on the scene, they sound the alarm immediately. Reinforcements typically arrive 2\u20133 rounds later."
							]
						},
						{
							"type": "pf2-sidebar",
							"name": "RAISE THE ALARM!",
							"source": "GMG",
							"page": 233,
							"entries": [
								"In a settlement with an alarm, brawls or other major disruptions trigger an alarm 1 round after the watch is alerted. Guards start to arrive after about 5 rounds, usually in patrols of 2 or 3 members, with larger groups of 8\u201312 near important locations."
							]
						},
						{
							"type": "pf2-sidebar",
							"name": "JAILBREAK!",
							"source": "GMG",
							"page": 234,
							"entries": [
								"If a PC or ally gets imprisoned, the group might plot a jailbreak. For a complex jail or penitentiary, this might require use of the {@variantrule infiltration} subsystem. With a smaller town or city jail with a simple structure and small staff, it could require just a bit of force. The jailbreak might just be the beginning, leading to additional adventure!"
							]
						},
						{
							"type": "pf2-sidebar",
							"name": "UNUSUAL MISDEMEANORS",
							"source": "GMG",
							"page": 235,
							"entries": [
								{
									"type": "list",
									"items": [
										"Altering the weather without a permit",
										"Consuming (or refusing to consume) intoxicating substances on celebration days",
										"Failing to clean up after animal companions",
										"Flying within city limits",
										"Selling potions without a license"
									]
								}
							]
						},
						"Larger societies rely on those with the authority and the ability to interpret and enforce laws. In good-aligned societies, these officials carry out their duties fairly. In neutral and evil ones, these officials can be harsh and cruel (with an altered alignment to reflect this), imposing severe punishments on those who can't pay for mercy."
					]
				}
			]
		},
		{
			"name": "Mystics",
			"source": "GMG",
			"page": 228,
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Mystics",
					"collapsible": true,
					"source": "GMG",
					"page": 228,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "MYSTIC CADRES",
							"source": "GMG",
							"page": 228,
							"entries": [
								"Golarion has several mystic groups. {@b The Church of Razmir} offers a plan of 31 steps to divinity. {@b The Esoteric Order of the Palatine Eye} seeks celestial truths said to be granted by an ancient angel. {@b Knights of the Aeon Star} search for secret lore. Followers of {@b Rivethun}, dwarven animism, reach out to spirits to gain knowledge and earn favors."
							]
						},
						{
							"type": "pf2-sidebar",
							"name": "MYSTIC RITUALS",
							"source": "GMG",
							"page": 229,
							"entries": [
								"The following are rituals sometimes cast by mystic groups. Those from the Bestiary are available only to appropriate celestials and fiends within the organizations.",
								{
									"type": "list",
									"items": [
										"{@ritual abyssal pact|b1}",
										"{@ritual angelic messenger|b1}",
										"{@ritual call spirit}",
										"{@ritual commune}",
										"{@ritual infernal pact|b1}",
										"{@ritual legend lore}",
										"{@ritual planar ally}",
										"{@ritual planar binding}"
									]
								}
							]
						},
						{
							"type": "pf2-sidebar",
							"name": "FORMS OF FORTUNE-TELLING",
							"source": "GMG",
							"page": 230,
							"entries": [
								"{@b Anthomancy:} Flowers.",
								"{@b Astrology:} The cosmic caravan.",
								"{@b Demonomancy:} Asking demons.",
								"{@b Harrowing:} Harrow card readings.",
								"{@b Haruspicy:} Entrails.",
								"{@b Ichthyomancy:} The next fish caught.",
								"{@b Mazomancy:} A nursing babe.",
								"{@b Oneiromancy:} Dreams.",
								"{@b Tyromancy:} Coagulation of cheese."
							]
						},
						{
							"type": "pf2-sidebar",
							"name": "DARK RITUALS",
							"source": "GMG",
							"page": 231,
							"entries": [
								"Most rituals have a simple gp cost and skills. But what if a desperate NPC is willing to offer something darker, such as lives, souls, or worse? Such a nefarious ritual uses a normal ritual as a baseline, but the DCs and proficiency requirements might be reduced or waived entirely, as might any gp cost."
							]
						},
						"Those initiated into the hidden truths and forbidden secrets of the world are forever transformed\u2014or so they claim. To the cynical, a mystic is nothing more than a charlatan or zealot. Others profess to sense an aura around such luminaries and treat them with reverence, lest they offend some harbinger of unspeakable doom."
					]
				}
			]
		},
		{
			"name": "Mercenaries",
			"source": "GMG",
			"page": 226,
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Mercenaries",
					"collapsible": true,
					"source": "GMG",
					"page": 226,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "BRIBING MERCENARIES",
							"source": "GMG",
							"page": 226,
							"entries": [
								"Unless a mercenary prides themself on their name or reputation, the PCs might be able to bribe them to switch sides, or at least stand aside. You can estimate a bribe by taking {@dice 0.05*#$prompt_number:min=1,title=Enter a Number!,default=40$#|roughly 5%} of the Party Currency value from the row corresponding to the NPC's level on {@table PARTY TREASURE BY LEVEL||Table 10\u20139}."
							]
						},
						{
							"type": "pf2-sidebar",
							"name": "MERCENARY BANTER",
							"source": "GMG",
							"page": 227,
							"entries": [
								"Here's some parlance commonly used by mercenaries.",
								"{@b Crackster:} Someone adept at breaking locks or safes.",
								"{@b Diving:} Theft or smuggling below ground, often through tunnels.",
								"{@b Foxing:} To play at being asleep, usually for an ambush.",
								"{@b Medic:} A healer.",
								"{@b Ram:} A hard-hitting warrior.",
								"{@b Slinger:} A spellcaster.",
								"{@b Sway of Coin:} Swearing allegiance to whoever pays the most.",
								"{@b Waterline:} A mercenary troupe's money: \"Take time in town while the waterline's high, everyone.\"",
								"{@b Whisperstep:} Anyone who can move stealthily."
							]
						},
						{
							"type": "pf2-sidebar",
							"name": "AT YOUR SERVICE",
							"source": "GMG",
							"page": 227,
							"entries": [
								"Magistrates can conscript others into service in a variety of positions.",
								"{@b {@creature Harbormaster|GMG}:} {@creature Bosun|GMG}, {@creature dockhand|GMG}, {@creature guard|GMG}, {@creature ship captain|GMG}",
								"{@b {@creature Judge|GMG}:} {@creature Captain of the guard|GMG}, {@creature executioner|GMG}, {@creature guard|GMG}, {@creature jailer|GMG}",
								"{@b {@creature Tax Collector|gmg}:} {@creature Captain of the guard|GMG}, {@creature guard|GMG}, {@creature jailer|GMG}, {@creature watch officer|GMG}"
							]
						},
						"A broad category that includes those wielding arms, spells, or even guile and cunning, mercenaries hire themselves and their expertise to those with the gold to pay for it."
					]
				}
			]
		},
		{
			"name": "Magistrates",
			"source": "GMG",
			"page": 224,
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Magistrates",
					"collapsible": true,
					"source": "GMG",
					"page": 224,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "DELAYING TACTICS",
							"source": "GMG",
							"page": 224,
							"entries": [
								"A magistrate can weaponize the bureaucracy. A judge might enforce an archaic law generally ignored yet still on the books. A tax collector could ask for the seal of a lord who is out of the region. The harbormaster could require all fees in local coin, fully aware money changers won't be open for days."
							]
						},
						{
							"type": "pf2-sidebar",
							"name": "AT YOUR SERVICE",
							"source": "GMG",
							"page": 225,
							"entries": [
								"Magistrates can conscript others into service in a variety of positions.",
								"{@b {@creature Harbormaster|GMG}:} {@creature Bosun|GMG}, {@creature dockhand|GMG}, {@creature guard|GMG}, {@creature ship captain|GMG}",
								"{@b {@creature Judge|GMG}:} {@creature Captain of the guard|GMG}, {@creature executioner|GMG}, {@creature guard|GMG}, {@creature jailer|GMG}",
								"{@b {@creature Tax Collector|gmg}:} {@creature Captain of the guard|GMG}, {@creature guard|GMG}, {@creature jailer|GMG}, {@creature watch officer|GMG}"
							]
						},
						"Magistrates are the cogs and gears that keep bureaucracy running, moving the machine along under the inertia of the status quo."
					]
				}
			]
		},
		{
			"name": "Laborers",
			"source": "GMG",
			"page": 222,
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Laborers",
					"collapsible": true,
					"source": "GMG",
					"page": 222,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "LABORER GAMES",
							"source": "GMG",
							"page": 222,
							"entries": [
								"Laborers tend to play games when the work is slow or while on break. Common games include Gremlin Row, which involves rolling dice and trying to match them, as well as Fishing with Fire, in which players try to get all the cards of one type from a deck without losing all of their own cards and getting \"burned.\""
							]
						},
						{
							"type": "pf2-sidebar",
							"name": "FORCED LABOR",
							"source": "GMG",
							"page": 223,
							"entries": [
								"Many creatures and societies still practice forced labor, whether through full enslavement or indebted labor to pay a society for their crimes. The dockhand, farmer, miner, and servant could also be forced laborers. Forced laborers could become allies or at least informants to PCs who free them."
							]
						},
						"Every day, laborers perform backbreaking physical work."
					]
				}
			]
		},
		{
			"name": "Healers",
			"source": "GMG",
			"page": 220,
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Healers",
					"collapsible": true,
					"source": "GMG",
					"page": 220,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "AILMENTS",
							"source": "GMG",
							"page": 221,
							"entries": [
								"Common diseases appear {@filter here|afflictions||Rarity=Common|Type=Disease|Source=GMG}. These can be treated by most healers, though they may have longer-term physiological impacts. For unusual conditions, like {@disease ghoul fever} or {@disease mummy rot}, you might impose penalties on a normal healer attempting to remedy them."
							]
						},
						{
							"type": "pf2-sidebar",
							"name": "MEDICAL SERVICE PRICES",
							"source": "GMG",
							"page": 220,
							"entries": [
								"The {@creature physician|gmg} and {@creature surgeon|GMG} are masters of {@skill Medicine}; the {@creature apothecary|GMG} and {@creature plague doctor|GMG} are experts. {@creature Plague doctor|GMG|Plague doctors} charge five times this rate, and {@creature surgeons|GMg} 10 times.",
								{
									"type": "list",
									"items": [
										"{@b Identify Affliction:} 1 sp.",
										"{@b {@action Treat Wounds}:} 2 sp.",
										"{@b {@action Treat Disease}:} 1 gp.",
										"{@b First Aid or {@action Treat Poison||Treating a Poison}:} 1 sp."
									]
								}
							]
						},
						"The world is a dangerous place. Thankfully, there are those who devote their lives to easing the pain and suffering of others."
					]
				}
			]
		},
		{
			"name": "Foresters",
			"source": "GMG",
			"page": 218,
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Foresters",
					"collapsible": true,
					"source": "GMG",
					"page": 218,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "PENALTIES FOR POACHING",
							"source": "GMG",
							"page": 218,
							"entries": [
								"Punishment for poaching on noble land can be vicious. Maiming poachers by removing fingers is a common practice. Crueler punishments include snaring poachers in their own traps and leaving them helpless, or binding them in the bloody skins of their catch and setting dogs to chase them through the woods."
							]
						},
						{
							"type": "pf2-sidebar",
							"name": "FAMED FORESTS",
							"source": "GMG",
							"page": 219,
							"entries": [
								"The {@b Verduran Forest} is the largest woodland on the continent of Avistan; the druids and rangers of the Wildwood Lodge earned the forest great autonomy through a thousand-year treaty.",
								"The {@b Forest of Spirits} stretches over a thousand miles of Tian Xia and is the primeval birthplace of the nature spirits known as kami.",
								"The {@b Fangwood} in Nirmathas and the Gravelands is home to a secret village of druids, named Crystalhurst, and to one of the most powerful green dragons in the world. The terrible Darkblight devastated the 7,000-year-old fey court that once guarded the wood. The {@b Fierani Forest} covers the majority of the elven nation of Kyonin and borders Tanglebriar, home to the Fierani rangers' great nemesis, the demon {@deity Treerazer}."
							]
						},
						"From the managed and cultivated forests that support villages to the tree-covered crown lands where only nobles and their servants are permitted to hunt, forests provide. To communities, forests provide fuel, food, medicine, and raw materials, while royally protected forests provide food for the nobles' table and a source of entertainment in the form of organized hunts. Even the ancient woods untouched by mortal hand or blade provide bards with settings where legends happened and could happen again. Many find the forest depths unsettling, but others live their lives among the trees and alongside the creatures that make their homes there."
					]
				}
			]
		},
		{
			"name": "Explorers",
			"source": "GMG",
			"page": 216,
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Explorers",
					"collapsible": true,
					"source": "GMG",
					"page": 216,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "TIPS FROM THE GUIDE",
							"source": "GMG",
							"page": 216,
							"entries": [
								"You might allow PCs who Follow the Expert when led by a guide to continue to add their level to the skill check for some time afterward: 1 hour if the guide is an expert, 1 day for master, or 1 week for legendary. (The guide here has expert {@skill Athletics}, {@skill Lore||Scouting Lore}, and {@skill Survival}.) A character can have this benefit for only one skill at a time."
							]
						},
						{
							"type": "pf2-sidebar",
							"name": "PATHFINDER CHRONICLES",
							"source": "GMG",
							"page": 217,
							"entries": [
								"The Pathfinder Society's quarterly compilation includes outlandish tales like the following.",
								{
									"type": "list",
									"items": [
										"A mount gleams of silver, its inhabitants beings born of metal.",
										"A hedge maze extends to faraway nations and distant worlds.",
										"In faraway chasms, the haunted clockwork wails in a thousand voices."
									]
								}
							]
						},
						"The world is a wide, open place fraught with peril and adventure. Explorers use their knowledge of nature and survival skills to see every corner of the land."
					]
				}
			]
		},
		{
			"name": "Devotees",
			"source": "GMG",
			"page": 212,
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Devotees",
					"collapsible": true,
					"source": "GMG",
					"page": 212,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "SWAPPING DEITIES",
							"source": "GMG",
							"page": 212,
							"entries": [
								"Customize an {@creature acolyte|GMG} or {@creature priest|GMG} by matching their deity's alignment and favored weapon, adding the deity's divine skill at +14 (or +7), and swapping spells. An {@creature acolyte of nethys|gmg|example} appears on the facing page. (An acolyte gains only the 1st-level spells, domain spell, and cantrips, and has two 1st-level heal spells instead of three 3rd-level heal spells.) If you swap harm spells for heal, replace {@feat Healing Hands} with the {@feat Selective Energy} cleric feat."
							]
						},
						{
							"type": "pf2-sidebar",
							"name": "SPELL SWAP EXAMPLE",
							"source": "GMG",
							"page": 213,
							"entries": [
								"To make a NE acolyte or priest of Urgathoa, you can use these spells. {@b 3rd} {@spell bind undead}, {@spell circle of protection}, {@spell harm} (×3), {@spell vampiric touch}; {@b 2nd} {@spell dispel magic}, {@spell false life}, {@spell ghoulish cravings}; {@b 1st} {@spell bane}, {@spell fear}, {@spell ray of enfeeblement}; {@b Cantrips} {@spell chill touch}, {@spell detect magic}, {@spell divine lance}, {@spell guidance}, {@spell shield}; {@b Cleric Domain Spell} {@spell undeath's blessing}"
							]
						},
						"Religions inspire devout individuals to uphold their tenets. Many of these devotees seek to bring respite and hope, but others have darker motives."
					]
				}
			]
		},
		{
			"name": "Criminals",
			"source": "GMG",
			"page": 208,
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Criminals",
					"collapsible": true,
					"source": "GMG",
					"page": 208,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "CRIMINAL SCAMS",
							"source": "GMG",
							"page": 208,
							"entries": [
								"Common scams criminals run include sending fake collectors for nonexistent charities to seek donations for the diseased and downtrodden; rigged games of chance at local fairs offering worthless prizes, and flashy sideshows concealing the work of pickpockets in the audience; and plants who offer to help travelers find accommodations but lead them to inns with exorbitant prices."
							]
						},
						{
							"type": "pf2-sidebar",
							"name": "MORE SCAMS",
							"source": "GMG",
							"page": 209,
							"entries": [
								{
									"type": "list",
									"items": [
										"Fraudsters sell fake alchemical items, medicines, charms, talismans, or other minor magics.",
										"Unscrupulous moneylenders take advantage of lax business regulations to employ predatory repayment terms.",
										"Phony fortune-tellers and mediums use cold-reading techniques to lull gullible marks."
									]
								}
							]
						},
						{
							"type": "pf2-sidebar",
							"name": "FANTASY CRIMES",
							"source": "GMG",
							"page": 210,
							"entries": [
								"While many crimes in Pathfinder are similar to crimes in the real world, certain crimes are possible only in a world of magic. These include using magic to win a wager, malicious uses of curses, violating autonomy with enchantment magic, falsifying divinations, violating privacy with divinations, or trespassing via teleportation."
							]
						},
						{
							"type": "pf2-sidebar",
							"name": "PROTECTION MONEY",
							"source": "GMG",
							"page": 211,
							"entries": [
								"Criminal organizations often find it easier to demand protection money from locals than go to the trouble of stealing it. \"Protection\" includes an implicit assumption that those who pay up are safe from those criminals, and some also promise retribution against other criminals."
							]
						},
						"Some criminals are the desperate who have no option but to break the law to survive, while others choose a life of crime for thrills, forming gangs or underworld guilds that specialize in certain illegal ventures."
					]
				}
			]
		},
		{
			"name": "Courtiers",
			"source": "GMG",
			"page": 206,
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Courtiers",
					"collapsible": true,
					"source": "GMG",
					"page": 206,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "RANKS OF NOBILITY",
							"source": "GMG",
							"page": 206,
							"entries": [
								"Some noble ranks, from highest to lowest: king/queen, grand duke/grand duchess, duke/duchess, marquess, count/countess, landgrave, viscount/viscountess, baron/baroness, baronet/ baronetess, tribune, lord/lady, knight"
							]
						},
						{
							"type": "pf2-sidebar",
							"name": "INTRIGUING PLOT",
							"source": "GMG",
							"page": 207,
							"entries": [
								"The royal court is filled with intrigue! Here are some examples of who might be scheming.",
								{
									"type": "list",
									"items": [
										"The monarch's spouse or children",
										"The royal pet (a druid in disguise)",
										"The grand vizier",
										"Visiting ambassadors or nobles",
										"Palace champion",
										"Palace doctor",
										"Kitchen staff",
										"Court jester"
									]
								}
							]
						},
						"Though adventurers travel through perilous dungeons and across treacherous wilderness, sometimes the most dangerous place they can end up is in a noble court."
					]
				}
			]
		},
		{
			"name": "Downtrodden",
			"source": "GMG",
			"page": 214,
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Downtrodden",
					"collapsible": true,
					"source": "GMG",
					"page": 214,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "BRAVING THE MOB",
							"source": "GMG",
							"page": 214,
							"entries": [
								"A mob is a violent {@quickref crowd||4|crowds|0} that works as {@quickref greater difficult terrain||3|terrain} and hazardous terrain, dealing {@damage 1d4} damage for each square entered. A creature can spend a single action to attempt a DC 16 {@skill Intimidation} check, clearing the mob from all squares adjacent to them on a success (or all squares within 10 feet on a critical success). This action has the {@trait concentrate}, {@trait emotion}, {@trait manipulate}, and {@trait mental} traits."
							]
						},
						{
							"type": "pf2-sidebar",
							"name": "WORD ON THE STREET",
							"source": "GMG",
							"page": 215,
							"entries": [
								"Privy to all sorts of conversations from passersby, the downtrodden can provide eyes and ears on the street. Finding a reliable contact can give a character a circumstance bonus to checks to {@action Gather Information} if they return to that source. This bonus is usually +1, but could be +2 or +3 if the contact lingers in a market where influential politicians shop, sweeps a noble estate, or the like.",
								"Befriending NPCs in advance can also help the heroes in action scenes. A friendly urchin might show a character a shortcut to catch an escaping enemy, a crowd of fans who frequent a bard's performances might throw rocks to distract someone trying to fight the bard, and so on."
							]
						},
						"Unfortunately, every society has people living on its fringes. While good communities work to grant aid and respite to their downtrodden, sometimes\u2014due to economic downturn, famine, or war\u2014the ranks of the less fortunate exceed the community's capacity to support them. In heartless neutral and evil societies, poverty is seen as an inevitability that can never be truly eradicated, or even worse, as a tool to be manipulated for political gain."
					]
				}
			]
		},
		{
			"name": "Beggar",
			"source": "GMG",
			"page": 214,
			"_copy": {
				"name": "Downtrodden",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "BEGGAR",
								"entries": [
									"Wherever there is poverty, there are beggars. Beggars are truly the downtrodden of society\u2014folks who have been cast out into the streets due to a variety of setbacks or the weight of circumstance. Some beggars work for underworld organizations as lookouts, spies, or even hired muscle on the cheap\u2014sometimes by choice, but often not."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/NPCs/Downtrodden_Beggar.png"
			]
		},
		{
			"name": "Commoner",
			"source": "GMG",
			"page": 214,
			"_copy": {
				"name": "Downtrodden",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "COMMONER",
								"entries": [
									"Though not every commoner is downtrodden, many live hard lives of toil as they work to keep their families fed and housed in relative comfort. While many commoners are just simple folks who keep to themselves, sometimes commoners rebel, either rising up to face their oppressors or persuaded or even duped into joining nefarious plans and criminal conspiracies. Commoners benefit from power in numbers, and a crowd of commoners can accomplish a great deal more than their rulers often expect."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Urchin",
			"source": "GMG",
			"page": 215,
			"_copy": {
				"name": "Downtrodden",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "URCHIN",
								"entries": [
									"Although their escapades might be notorious, few urchins are thrill-seekers. For some urchins, when begging alone is not enough to fill their bellies, theft becomes a viable survival tactic. Many underworld powers also use urchins as spies and messengers, while training them to become future pickpockets, burglars, and foot soldiers."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/NPCs/Downtrodden_Urchin.png"
			]
		},
		{
			"name": "Prisoner",
			"source": "GMG",
			"page": 215,
			"_copy": {
				"name": "Downtrodden",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "PRISONER",
								"entries": [
									"Most who end up in a jail, dungeon, or prison are just biding their time until their imprisonment ends, trying to find ways to make it through interminable days of boredom and deprivation. Some, however, may use their time on the inside to strengthen their criminal connections. Using force and intimidation to gain status among other prisoners, they create makeshift weapons to take down their enemies and give them an edge if escape becomes possible. Even for prisoners who don't become involved in the world of prison politics, learning to stand up for themselves and projecting an air of toughness can become essential for survival in a place where people have little left to lose."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Noble",
			"source": "GMG",
			"_copy": {
				"name": "Courtiers",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Noble",
								"source": "GMG",
								"page": 206,
								"entries": [
									"Envied by many and detested by still others, nobles exude confidence and gentility. Gossip and gambling are often nobles' favorite pastimes. Day-to-day life for a noble is often a mixture of business and leisure, and to an onlooker, such a lifestyle can appear to be nothing more than a string of meals, parties, and game halls. However, despite what some might believe, life as a noble is often quite dangerous and requires far more intellect than it would appear\u2014along with a healthy dose of suspicion."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Palace Guard",
			"source": "GMG",
			"_copy": {
				"name": "Courtiers",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Palace Guard",
								"source": "GMG",
								"page": 206,
								"entries": [
									"Every palace has its gatekeepers. Often the younger offspring of minor nobility or those from long lines of trusted staff, the palace guards are in charge of defending the royal family and their inner stronghold. Their days consist of guarding doorways, escorting nobles to various locations, and keeping those in their charge as safe as possible. The statistics below are for the lowest rank-and-file member of a small nation's palace guards; they also work well for elite guards of a lesser noble."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/NPCs/Courtier_PalaceGuard.png"
			]
		},
		{
			"name": "Advisor",
			"source": "GMG",
			"_copy": {
				"name": "Courtiers",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Advisor",
								"source": "GMG",
								"page": 207,
								"entries": [
									"Trusted counselors of the court, advisors whisper words of guidance in the ears of those in power. Many nobles lean so heavily on their counsel that they make few decisions without them and insist on their attendance at all meetings and public events. Advisors are often master manipulators, and their guidance can shape a barony or even a kingdom\u2014for good or ill."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Spy",
			"source": "GMG",
			"_copy": {
				"name": "Courtiers",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Spy",
								"source": "GMG",
								"page": 207,
								"entries": [
									"No empire would be complete without its spies. The spy is a master of infiltrating the court and blending in: they might be one of a number of nobles, a beloved confidante of the queen, or even the court jester. Spies use their skills to subtly manipulate courtiers, turn enemies against one another, and collect valuable information either for blackmail or to auction to the highest bidder."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/NPCs/Courtier_Spy.png"
			]
		},
		{
			"name": "Grave Robber",
			"source": "GMG",
			"_copy": {
				"name": "Criminals",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Grave Robber",
								"source": "GMG",
								"page": 208,
								"entries": [
									"Many cultures have a tradition of burying their dead with a selection of the deceased's most precious possessions, and some include gifts that are thought to provide a boon in the afterlife. Such valuables can be easy pickings for those with no respect for\u2014or fear of\u2014the dead."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Bandit",
			"source": "GMG",
			"_copy": {
				"name": "Criminals",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Bandit",
								"source": "GMG",
								"page": 208,
								"entries": [
									"By setting ambushes and traps in concealing countryside, such as forests and mountains, bandits waylay travelers and plunder their valuables before disappearing back to their wilderness hideouts. Many bandits seek only to steal and release their victims alive, though a few prefer to leave no witnesses."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/NPCs/Criminal_Bandit.png"
			]
		},
		{
			"name": "Ruffian",
			"source": "GMG",
			"_copy": {
				"name": "Criminals",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Ruffian",
								"source": "GMG",
								"page": 209,
								"entries": [
									"Using their strength to bully others into submission, ruffians often work as bodyguards and enforcers for powerful criminals like charlatans and fences."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Charlatan",
			"source": "GMG",
			"_copy": {
				"name": "Criminals",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Charlatan",
								"source": "GMG",
								"page": 209,
								"entries": [
									"Charlatans use pretense and misdirection to swindle money and other valuables from the credulous and confused. Selling snake oil (literally or figuratively), distracting marks to pick their pockets, or faking mediumship are classic grifts."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/NPCs/Criminal_Charlatan.png"
			]
		},
		{
			"name": "Burglar",
			"source": "GMG",
			"_copy": {
				"name": "Criminals",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Burglar",
								"source": "GMG",
								"page": 210,
								"entries": [
									"Burglars specialize in breaking and entering to rob homes and businesses. These criminals focus on gaining access to secure buildings and bypassing traps and other security measures while remaining undetected all the while."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/NPCs/Burglar_Burglar.png"
			]
		},
		{
			"name": "Fence",
			"source": "GMG",
			"_copy": {
				"name": "Criminals",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Fence",
								"source": "GMG",
								"page": 210,
								"entries": [
									"The longer criminals hold on to stolen loot, the greater the chance they will get caught. Fences make themselves indispensable in the underworld by paying for stolen goods in order to resell them later, whether through a seemingly legitimate business or to a closed group of elite buyers."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/NPCs/Burglar_Fence.png"
			]
		},
		{
			"name": "Assassin",
			"source": "GMG",
			"_copy": {
				"name": "Criminals",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Assassin",
								"source": "GMG",
								"page": 211,
								"entries": [
									"Assassins commit murder, either for pay or due to their belief in a cause, such as a religion or a political movement. Some assassins work alone and choose their own victims. Others are members of assassins' guilds, organizations that accept contracts to kill in return for money, favors, or both."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Acolyte of Nethys",
			"source": "GMG",
			"_copy": {
				"name": "Devotees",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Acolyte",
								"source": "GMG",
								"page": 212,
								"entries": [
									"Underling clerics are still learning the tenets of their faith and answer to a superior priest. Their days are spent in devotion and learning, sequestered in temples."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/NPCs/Devotee_Acolyte.png"
			]
		},
		{
			"name": "Prophet",
			"source": "GMG",
			"_copy": {
				"name": "Devotees",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Prophet",
								"source": "GMG",
								"page": 212,
								"entries": [
									"The gods occasionally send messages in dreams to individuals who wander the lands, gaining followers with their oratorical abilities. Some prophets have not received true divine missives, but have misinterpreted normal dreams."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Zealot of Asmodeus",
			"source": "GMG",
			"_copy": {
				"name": "Devotees",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Zealot",
								"source": "GMG",
								"page": 212,
								"entries": [
									"Zealots ferret out plots against their religion and seek justice for their church's followers. This zealot serves Asmodeus, but others might serve {@deity Abadar}, {@deity Calistria}, {@deity Iomedae}, {@deity Norgorber}, {@deity Pharasma}, {@deity Sarenrae}, or {@deity Zon-Kuthon}. They often ride a {@creature war horse} wearing light barding. This horse is an additional monster in the fight."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Priest of Pharasma",
			"source": "GMG",
			"_copy": {
				"name": "Devotees",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Priest",
								"source": "GMG",
								"page": 213,
								"entries": [
									"Cloistered priests safeguard their temples and communities. They are the stalwart keepers of their god's tenets, devoted to spreading the word. Their guidance or healing services come at the cost of a donation."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/NPCs/Devotee_Priest.png"
			]
		},
		{
			"name": "Torchbearer",
			"source": "GMG",
			"_copy": {
				"name": "Explorers",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Torchbearer",
								"source": "GMG",
								"page": 216,
								"entries": [
									"Torchbearers carry a light sources for seasoned explorers and serve as apprentices."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Chronicler",
			"source": "GMG",
			"_copy": {
				"name": "Explorers",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Chronicler",
								"source": "GMG",
								"page": 216,
								"entries": [
									"Exploration means very little if no account of the details exist. Members of adventuring bands cherish chroniclers who record tales of their deeds."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/NPCs/Explorer_Chronicler.png"
			]
		},
		{
			"name": "Guide",
			"source": "GMG",
			"_copy": {
				"name": "Explorers",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Guide",
								"source": "GMG",
								"page": 216,
								"entries": [
									"Guides bring travelers, tourists, and adventurers into the wondrous natural world, using their expertise to avoid deadly monsters and gruesome hazards."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/NPCs/Explorer_Guide.png"
			]
		},
		{
			"name": "Tomb Raider",
			"source": "GMG",
			"_copy": {
				"name": "Explorers",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Tomb Raider",
								"source": "GMG",
								"page": 217,
								"entries": [
									"Great treasure awaits those willing to explore the hazardous depths of the world's ancient tombs and forgotten dungeons. Some tomb raiders seek riches of bygone eras; others recover pieces of history thought lost to the sands of time."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Poacher",
			"source": "GMG",
			"_copy": {
				"name": "Foresters",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Poacher",
								"source": "GMG",
								"page": 218,
								"entries": [
									"Some forests are protected by kings, others only by wild things. Laws against hunting may protect the private reserves of nobles or guard the viability of animal populations of shared forests during specific seasons. Poachers violate those laws\u2014sometimes out of greed, sometimes out of desperation, and sometimes for sport. Although penalties against poaching often include public shaming (see Penalties for Poaching), in lean times a successful poacher is a local hero."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/NPCs/Forester_Poacher.png"
			]
		},
		{
			"name": "Tracker",
			"source": "GMG",
			"_copy": {
				"name": "Foresters",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Tracker",
								"source": "GMG",
								"page": 218,
								"entries": [
									"The forest offers dangerous creatures\u2014whether they walk on four legs or two\u2014a place to hide. Dim light, low brush, and fallen leaves conspire to hide their trails. Given these poor conditions, an unskilled eye might spot a sign or two of a creature's passing, but only a skilled tracker can identify several such signs and discern their relationship to each other, connecting one to the next until they form a trail of prints, scat, fur, feathers, and blood that leads to the quarry's lair."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Hunter",
			"source": "GMG",
			"_copy": {
				"name": "Foresters",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Hunter",
								"source": "GMG",
								"page": 219,
								"entries": [
									"As is reflected in the many depictions of an elk-headed {@deity Erastil}, god of the hunt, the hunter is very much a creature of the forest, known by the forest and familiar with every aspect of it. After all, the final determination of who is the hunter and who is prey often depends on who is able to make an ally of the terrain."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/NPCs/Forester_Hunter.png"
			]
		},
		{
			"name": "Apothecary",
			"source": "GMG",
			"_copy": {
				"name": "Healers",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "APOTHECARY",
								"source": "GMG",
								"page": 220,
								"entries": [
									"Surrounded by bottles and bins of crushed herbs, curative minerals, and potent extracts, the apothecary skillfully combines materials into unguents and medicines. For encounters involving making medicine or alchemical contests, the apothecary is a 3rd-level challenge."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Physician",
			"source": "GMG",
			"_copy": {
				"name": "Healers",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Physician",
								"source": "GMG",
								"page": 220,
								"entries": [
									"The art of medicine is a blend of the intellectual and the practical, concerned with how diseases work and how to prevent them. The physician can be found consulting well-thumbed tomes while meticulously examining patients to better understand their condition, before determining the most effective treatment. For medical matters, the physician is a {@table DCs by Level||4th-level} challenge."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/NPCs/Healer_Physician.png"
			]
		},
		{
			"name": "Surgeon",
			"source": "GMG",
			"_copy": {
				"name": "Healers",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Surgeon",
								"source": "GMG",
								"page": 220,
								"entries": [
									"The surgeon specializes in the physical alteration of the body to prevent the spread of disease, removing necrotic and decaying flesh to help the whole to survive. Few healers know the science of anatomy and physiology better than the surgeon. While their expertise is of grave importance in the medical world, the downside is that when one is in need of their talents, it is likely the complaint is serious. In medical matters, a surgeon is a {@table DCs by Level||6th-level} challenge."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/NPCs/Healer_Surgeon.png"
			]
		},
		{
			"name": "Plague Doctor",
			"source": "GMG",
			"_copy": {
				"name": "Healers",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Plague Doctor",
								"source": "GMG",
								"page": 221,
								"entries": [
									"These healers, often seen wearing distinctive masks and burning powders to defend against airborne plagues, are as much feared as they are respected. To see a plague doctor signals that disease has infested the land\u2014and that it might have already taken hold. Despite their devoted work in curing the untouchable, they are sometimes treated with suspicion, as if they are somehow the cause of the plague."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Servant",
			"source": "GMG",
			"_copy": {
				"name": "Laborers",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Servant",
								"source": "GMG",
								"page": 222,
								"entries": [
									"Maids, butlers, and majordomos alike, servants are skilled at keeping a home in working order and protecting the interests of their employers."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/NPCs/Laborer_Servant.png"
			]
		},
		{
			"name": "Dockhand",
			"source": "GMG",
			"_copy": {
				"name": "Laborers",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Dockhand",
								"source": "GMG",
								"page": 222,
								"entries": [
									"Working to load and unload cargo from ships, dockhands are considered unruly, but many stay focused and work hard until the job is done. Some do celebrate the end of their work day with rowdy drinking."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/NPCs/Laborer_Dockhand.png"
			]
		},
		{
			"name": "Farmer",
			"source": "GMG",
			"_copy": {
				"name": "Laborers",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Farmer",
								"source": "GMG",
								"page": 222,
								"entries": [
									"Workers of the fields, vineyards, and orchards of the world, farmers are known for their rugged endurance and their skill with both plants and animals."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Miner",
			"source": "GMG",
			"_copy": {
				"name": "Laborers",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Miner",
								"source": "GMG",
								"page": 223,
								"entries": [
									"Miners explore deep underground in search of minerals and rare materials, taking numerous precautions to keep themselves safe."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Gravedigger",
			"source": "GMG",
			"_copy": {
				"name": "Laborers",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Gravedigger",
								"source": "GMG",
								"page": 223,
								"entries": [
									"An often-overlooked group of laborers, gravediggers have a reputation for being as quiet and grim as their workplace. They are commonly strong and tough from their long hours of backbreaking labor, and they tend to have a unique perspective on life and death."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Judge",
			"source": "GMG",
			"_copy": {
				"name": "Magistrates",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Judge",
								"source": "GMG",
								"page": 224,
								"entries": [
									"These magistrates have the final say on the intent and spirit of the law. Properly exercised, the duty of a judge is the strict adherence to the law regardless of station, with minimal sentimentality toward rationalization and justification of why the law was broken. Yet expectations and practice are not always the same thing. For every unbiased justice, there is one who is zealously confident in their own agenda. In a court case or other legal proceeding, the judge is a {@table DCs by Level||6th-level} challenge."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Tax Collector",
			"source": "GMG",
			"_copy": {
				"name": "Magistrates",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Tax Collector",
								"source": "GMG",
								"page": 224,
								"entries": [
									"Ledgers and marks, positive and negative flows, and levies and allotments are a tax collector's daily bread. Where coin is gained, from whom it is collected, and to whom is it disbursed are their main concerns; the collector is unconcerned with whether the taxed can afford it or take a loan to make up for any shortfall. However, tax collectors aren't immune to corruption: arrangements can be made, deals discussed, documents altered, or coin misappropriated. When dealing with matters of taxes and finance, the tax collector is a 3rd-level challenge."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/NPCs/Magistrate_TaxCollector.png"
			]
		},
		{
			"name": "Harbormaster",
			"source": "GMG",
			"_copy": {
				"name": "Magistrates",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Harbormaster",
								"source": "GMG",
								"page": 225,
								"entries": [
									"There are three flows important to any port: the seaward and coastal flows, marked by the rise and fall of the tides, and the flow of trade. A harbormaster is expected to know the former two reflexively and encourage the latter while knowing jurisdictional rules of law. Often old hands of the sea, harbormasters find themselves anchored to a port by commitment, conflict, or reputation."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/NPCs/Magistrate_Harbormaster.png"
			]
		},
		{
			"name": "Warden",
			"source": "GMG",
			"_copy": {
				"name": "Magistrates",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Warden",
								"source": "GMG",
								"page": 225,
								"entries": [
									"Wardens are the chief guardians of borders and frontiers. Whether they stand watch over a single village or an entire region, wardens keep a vigilant eye out for outside threats to their charges. Wardens are stalwart folk, often called to duty by Erastil to protect those around them. Be it times of war or upon the frontier, wardens are often the balanced edge of a blade between a community and the wilds at its fringes. WARDEN CREATURE"
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Bodyguard",
			"source": "GMG",
			"_copy": {
				"name": "Mercenaries",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Bodyguard",
								"source": "GMG",
								"page": 226,
								"entries": [
									"Hired to protect someone famous or powerful, bodyguards use intimidation, quick wits, and martial skill to keep their charges safe. Such mercenaries might be auxiliaries to a noble's own guards, but with special directives to safeguard their patrons."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Mage for Hire",
			"source": "GMG",
			"_copy": {
				"name": "Mercenaries",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Mage For Hire",
								"source": "GMG",
								"page": 226,
								"entries": [
									"Not all mercenaries sell brawn and intimidating glares. Some sell their magical talents to earn a living. While there are many types of mages for hire, some of the sneakiest are specialized in divination, using their skills for infiltration and sabotage."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/NPCs/Mercenary_MageForHire.png"
			]
		},
		{
			"name": "Bounty Hunter",
			"source": "GMG",
			"_copy": {
				"name": "Mercenaries",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Bounty Hunter",
								"source": "GMG",
								"page": 226,
								"entries": [
									"Bounty hunters are constantly on the move, whether within city walls or the wilderness, trailing their fugitive quarries for capture... or disposal. Often relying on stealth or deception as much as martial skill, bounty hunters employ a vast array of talents to accomplish their goals, not to mention to collect the hefty payout that follows."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/NPCs/Mercenary_BountyHunter.png"
			]
		},
		{
			"name": "Monster Hunter",
			"source": "GMG",
			"_copy": {
				"name": "Mercenaries",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Monster Hunter",
								"source": "GMG",
								"page": 227,
								"entries": [
									"Some mercenaries eschew the complications of politics, oaths of service, and fealty and just get paid to hunt monsters. It's a straightforward form of mercenary service, often dangerous in the extreme, but one that can yield glory and fame."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Adept",
			"source": "GMG",
			"_copy": {
				"name": "Mystics",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Adept",
								"source": "GMG",
								"page": 228,
								"entries": [
									"Adepts have unlocked only the most minor occult mysteries of the universe. A few are chosen by accomplished practitioners for further training. Others volunteer to join a cabal by passing an initiation ritual."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/NPCs/Mystic_Adept.png"
			]
		},
		{
			"name": "Harrow Reader",
			"source": "GMG",
			"_copy": {
				"name": "Mystics",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Harrow Reader",
								"source": "GMG",
								"page": 228,
								"entries": [
									"A harrow deck is a set of 54 cards with symbolic illustrations that serves as a sacred divining tool. Feared by the superstitious and avoided by those who know better than to tempt fate, harrow readers live and work in traveling communities, often moving from town to town as opportunities arise. For encounters involving social interaction, the harrow reader is a 3rd-level challenge."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Cultist",
			"source": "GMG",
			"_copy": {
				"name": "Mystics",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Cultist",
								"source": "GMG",
								"page": 228,
								"entries": [
									"Excessively zealous, a cultist finds exalted purpose in their sect. Never questioning their leader, they devote themselves to achieving their most perfect spiritual form."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/NPCs/Mystic_Cultist.png"
			]
		},
		{
			"name": "False Priest",
			"source": "GMG",
			"_copy": {
				"name": "Mystics",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "False Priest",
								"source": "GMG",
								"page": 229,
								"entries": [
									"Belief is perhaps the strongest force in the universe, driving many to great heights. Instilling a sense of belief and then using that belief against someone, however, is the discipline of a false priest. Combining their gifts of deception, a silver tongue, and an impeccable sense of timing, the false priest can gain influence among the powerful, entice a mark to dispose of all their possessions, and make a believer out of a cynic."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Necromancer",
			"source": "GMG",
			"_copy": {
				"name": "Mystics",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Necromancer",
								"source": "GMG",
								"page": 230,
								"entries": [
									"Defiling the natural order and spitting in the face of convention, the necromancer remains dutifully committed to understanding what forces await beyond the mortal boundaries of life and death."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Cult Leader",
			"source": "GMG",
			"_copy": {
				"name": "Mystics",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Cult Leader",
								"source": "GMG",
								"page": 230,
								"entries": [
									"A career of mystical accomplishments combined with a lifetime of subterfuge and intimidation has elevated this occultist to a powerful position."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/NPCs/Necromancer_CultLeader.png"
			]
		},
		{
			"name": "Demonologist",
			"source": "GMG",
			"_copy": {
				"name": "Mystics",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Demonologist",
								"source": "GMG",
								"page": 231,
								"entries": [
									"Demonologists can pull a creature from the Abyss and bend it to their will... for a time."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/NPCs/Necromancer_Demonologist.png"
			]
		},
		{
			"name": "Barrister",
			"source": "GMG",
			"_copy": {
				"name": "Officers",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Barrister",
								"source": "GMG",
								"page": 232,
								"entries": [
									"Barristers may serve as criminal prosecutors or as legal advocates, defending the rights of those accused of crimes or named as defendants in civil cases. In a court case or other legal proceeding, the barrister is a {@table DCs by Level||4th-level} challenge."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/NPCs/Officer_Barrister.png"
			]
		},
		{
			"name": "Guard",
			"source": "GMG",
			"_copy": {
				"name": "Officers",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Guard",
								"source": "GMG",
								"page": 232,
								"entries": [
									"Guards are rank-and-file members of a town watch or city guard, trained to look for trouble, take down criminals, and follow orders. They are a match for only the most fledgling of adventurers and criminals, but, given time, the settlement can usually muster them in numbers sufficient to neutralize most threats."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Archer Sentry",
			"source": "GMG",
			"_copy": {
				"name": "Officers",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Archer Sentry",
								"source": "GMG",
								"page": 233,
								"entries": [
									"Archer sentries slightly outrank the rank-and-file guards, taking positions on walls, garrisons, and other important locations where they can stay out of the fray and pick off criminals or assailants."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Jailer",
			"source": "GMG",
			"_copy": {
				"name": "Officers",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Jailer",
								"source": "GMG",
								"page": 233,
								"entries": [
									"A jailer's primary responsibility is to keep prisoners from escaping. Jailers must often use force, or the threat of force, to keep their charges in line, as even the most carefully crafted cells, manacles, or chains can fail with time and persistence when the prisoners have the will to attempt an escape."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/NPCs/Officer_Jailer.png"
			]
		},
		{
			"name": "Watch Officer",
			"source": "GMG",
			"_copy": {
				"name": "Officers",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Watch Officer",
								"source": "GMG",
								"page": 234,
								"entries": [
									"Watch officers are assigned to a certain area within a city or community. Often leading a small team of lower-ranking guards, they patrol those areas to maintain order and enforce laws. Watch officers get the job done, though their methods are not always gentle or kind. Because the watch officer is responsible to their superiors for their area, they sometimes need to make tough decisions between justice and effectiveness."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/NPCs/WatchOfficer_WatchOfficer.png"
			]
		},
		{
			"name": "Captain of the Guard",
			"source": "GMG",
			"_copy": {
				"name": "Officers",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Captain Of The Guard",
								"source": "GMG",
								"page": 234,
								"entries": [
									"The captain of the guard leads a troop of soldiers who serve as security forces for a powerful individual, most often a high-ranking noble or very rich merchant, though this stat block could also represent a lower-ranking captain of the guard for the leader of a nation. A formidable opponent in their own right, the captain of the guard skillfully employs their troops to protect the life and health of their ward."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/NPCs/WatchOfficer_CaptainOfTheGuard.png"
			]
		},
		{
			"name": "Executioner",
			"source": "GMG",
			"_copy": {
				"name": "Officers",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Executioner",
								"source": "GMG",
								"page": 235,
								"entries": [
									"Executioners carry out sentences from cruel tyrants and legitimate rulers alike. Most remain numb to the necessity of their duty, but some evil executioners grow to love the power of having someone else's life in their hands."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Dancer",
			"source": "GMG",
			"_copy": {
				"name": "Performers",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Dancer",
								"source": "GMG",
								"page": 236,
								"entries": [
									"Dance can be used to tell stories, share emotions, provide entertainment, and display a performer's athletic ability. The dancer is a {@table DCs by Level||5th-level} challenge for dance contests."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Acrobat",
			"source": "GMG",
			"_copy": {
				"name": "Performers",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Acrobat",
								"source": "GMG",
								"page": 236,
								"entries": [
									"Acrobats perform feats of agility, balance, and strength. The acrobat is a {@table DCs by Level||5th-level} challenge for contests of acrobatics and the like."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/NPCs/Performer_Acrobat.png"
			]
		},
		{
			"name": "Troubadour",
			"source": "GMG",
			"_copy": {
				"name": "Performers",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Troubadour",
								"source": "GMG",
								"page": 237,
								"entries": [
									"Troubadours keep alive the traditional songs of their cultural and write original works to commemorate major events."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/NPCs/Performer_Troubadour.png"
			]
		},
		{
			"name": "Beast Tamer",
			"source": "GMG",
			"_copy": {
				"name": "Performers",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Beast Tamer",
								"source": "GMG",
								"page": 237,
								"entries": [
									"Beast tamers bring the wild to civilization, rearing and training creatures to follow their commands and perform flashy tricks that entertain audiences."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Server",
			"source": "GMG",
			"page": 238,
			"_copy": {
				"name": "Publicans",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Server",
								"source": "GMG",
								"page": 238,
								"entries": [
									"Always on the move from patron to patron, servers are the backbone of any tavern or eatery. Their work hones both their agility and their diplomacy."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Barkeep",
			"source": "GMG",
			"page": 239,
			"_copy": {
				"name": "Publicans",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Barkeep",
								"source": "GMG",
								"page": 239,
								"entries": [
									"Barkeeps are often friends and mentors within a community, lending an ear while supplying libations. The best barkeeps have some talent for storytelling and passing on valuable advice."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/NPCs/Publican_Barkeep.png"
			]
		},
		{
			"name": "Innkeeper",
			"source": "GMG",
			"page": 239,
			"_copy": {
				"name": "Publicans",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Innkeeper",
								"source": "GMG",
								"page": 239,
								"entries": [
									"The sight of an inn is a welcome one to any weary traveler. Innkeepers can often be found cleaning the common room, overseeing the evening meal, or settling in new lodgers. Innkeepers keep an eye on their neighbors' doings and are often excellent sources of information."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Drunkard",
			"source": "GMG",
			"page": 239,
			"_copy": {
				"name": "Publicans",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "DRUNKARD",
								"source": "GMG",
								"page": 239,
								"entries": [
									"Every tavern has one\u2014that person who drinks a little too much and starts a fight. While many drunkards are relatively harmless, a few have a hair trigger, and when they're set off come, no one\u2014even the drunkard themself\u2014can tell you what started the row."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/NPCs/Publican_Drunkard.png"
			]
		},
		{
			"name": "Librarian",
			"source": "GMG",
			"page": 240,
			"_copy": {
				"name": "Scholars",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Librarian",
								"source": "GMG",
								"page": 240,
								"entries": [
									"Keepers of knowledge, librarians document discoveries, events, and laws. The best librarians record events twice; once for public record, and again to record how events truly unfolded. A librarian typically knows four to six additional languages, often including Elven and Draconic. A librarian is a 3rd-level challenge for encounters involving research."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Teacher",
			"source": "GMG",
			"page": 240,
			"_copy": {
				"name": "Scholars",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "TEACHER",
								"source": "GMG",
								"page": 240,
								"entries": [
									"The passing of knowledge and traditions from generation to generation is a time-honored occupation. Teachers exist to strengthen their populations with literacy, history, and advanced sciences, but most of all with inspiration. Most teachers provide general knowledge so their students are well rounded, but some are experts or even masters of a single discipline. A teacher typically knows three languages in addition to Common. For academic encounters, a teacher is a {@table DCs by Level||4th-level} challenge."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/NPCs/Scholar_Teacher.png"
			]
		},
		{
			"name": "Astronomer",
			"source": "GMG",
			"page": 241,
			"_copy": {
				"name": "Scholars",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Astronomer",
								"source": "GMG",
								"page": 241,
								"entries": [
									"Different cultures have created stories of the hows and whys of the universe, if things exist beyond the stars, and if the gods manipulate the heavenly bodies. But astronomers aren't interested in folktales\u2014they desire truth."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/NPCs/Scholar_Astronomer.png"
			]
		},
		{
			"name": "Sage",
			"source": "GMG",
			"page": 241,
			"_copy": {
				"name": "Scholars",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Sage",
								"source": "GMG",
								"page": 241,
								"entries": [
									"The greatest knowledge comes from experience. Village elders, ancient seers, and advisors to royalty are examples of individuals who are valued for their experiences. Sages serve their people as much as their sovereigns. They educate and try to prevent their people from straying from their cultures' acceptable norms and traditions. Sages rarely take power for themselves, as they take their responsibility seriously to guide wisely and empower those they serve."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Navigator",
			"source": "GMG",
			"page": 242,
			"_copy": {
				"name": "Seafarers",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "NAVIGATOR",
								"source": "GMG",
								"page": 242,
								"entries": [
									"A navigator uses celestial bodies and shipping lanes to determine routes. For noncombat tasks involving navigation or sailing, the navigator is a {@table DCs by Level||4th-level} challenge."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/NPCs/Seafarer_Navigator.png"
			]
		},
		{
			"name": "Pirate",
			"source": "GMG",
			"page": 242,
			"_copy": {
				"name": "Seafarers",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "PIRATE",
								"source": "GMG",
								"page": 242,
								"entries": [
									"These scourges of the seas are a threat to anyone who spends time away from land."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Bosun",
			"source": "GMG",
			"page": 243,
			"_copy": {
				"name": "Seafarers",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "BOSUN",
								"source": "GMG",
								"page": 243,
								"entries": [
									"A ship's boatswain, or bosun, leads the deckhands who maintain the ship."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/NPCs/Seafarer_Bosun.png"
			]
		},
		{
			"name": "Ship Captain",
			"source": "GMG",
			"page": 243,
			"_copy": {
				"name": "Seafarers",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "SHIP CAPTAIN",
								"source": "GMG",
								"page": 243,
								"entries": [
									"The captain is the ultimate authority on a vessel, responsible for the livelihood and well-being of everyone on the ship."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Apprentice",
			"source": "GMG",
			"page": 244,
			"_copy": {
				"name": "Tradespeople",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "APPRENTICE",
								"source": "GMG",
								"page": 244,
								"entries": [
									"Ambitious apprentices can be found in all cities. These individuals are generally younger and seek the approval of their masters as they learn their craft. Many yearn to exemplify the artistry behind their craft, one day becoming masters themselves. Depicted below is an apprentice cartographer."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/NPCs/Tradesperson_Apprentice.png"
			]
		},
		{
			"name": "Merchant",
			"source": "GMG",
			"page": 244,
			"_copy": {
				"name": "Tradespeople",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "MERCHANT",
								"source": "GMG",
								"page": 244,
								"entries": [
									"Small settlements can typically support one or two generalist merchants, and larger cities house multiple specialists\u2014experts in one type of product. Merchants can be found anywhere: vendors hustling in the public square, shopkeepers running small storefronts, traveling salespeople in carriages or caravans, or wealthy tycoons running entire organizations devoted to commerce. For encounters involving negotiation or mercantile skill, a merchant is a {@table DCs by Level||4th-level} challenge. A merchant might have an additional {@skill Lore} skill about a specific category of item (such as jewelry or magic weapons), with a total skill bonus 2 higher than {@skill Lore||Mercantile Lore}."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Smith",
			"source": "GMG",
			"page": 245,
			"_copy": {
				"name": "Tradespeople",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "SMITH",
								"source": "GMG",
								"page": 245,
								"entries": [
									"Most smaller communities have at least one smithy where locals and travelers can have horses shod or equipment repaired. Larger settlements and cities often have a variety of smiths, many specializing in blacksmithing, weapon smithing, armor smithing, or even smelting coins in a mint. The smith is a {@table DCs by Level||6th-level} challenge when competing with smithing or other crafting tasks."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Guildmaster",
			"source": "GMG",
			"page": 245,
			"_copy": {
				"name": "Tradespeople",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "GUILDMASTER",
								"page": 245,
								"source": "GMG",
								"entries": [
									"In cities, artisans working in a common trade often form guilds to set standards of quality, establish common prices, engage in collective bargaining with business owners, and lobby local governments for favorable laws. The guildmaster\u2014often a master artisan in their own right\u2014also acts as an administrator and politician, advocating for artisans in their trade. The guildmaster is a 1{@table DCs by Level||2th-level} challenge when competing in crafting or their area of expertise (architecture in the example below)."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/NPCs/Tradesperson_Guildmaster.png"
			]
		},
		{
			"name": "Saboteur",
			"source": "GMG",
			"page": 246,
			"_copy": {
				"name": "Villains",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Saboteur",
								"page": 246,
								"entries": [
									{
										"type": "pf2-sidebar",
										"name": "SABOTAGE!",
										"source": "GMG",
										"page": 246,
										"entries": [
											"Though the {@creature saboteur} included here is intended to be a villain, PCs might encounter saboteurs on the side of good. These are typically rebels against tyrannical forces. Those who take great care to avoid harming civilians are chaotic good; others are chaotic neutral."
										]
									},
									"Saboteurs excel at infiltration, using it to perform destructive acts, whether they are the physical destruction of a valuable object or obstructing important political proceedings. Unlike those of spies, the motivations of saboteurs is not to steal information, but rather to sow chaos among their enemies."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Mastermind",
			"source": "GMG",
			"page": 246,
			"_copy": {
				"name": "Villains",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Mastermind",
								"page": 246,
								"entries": [
									"Masterminds weave long-ranged plots to see their nefarious goals come to fruition, deftly manipulating those around them, and turning enemies into friends and then pitting them against one another. When competing in a social or intellectual arena, the mastermind is a {@table DCs by Level||7th-level} challenge."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/NPCs/Villain_Mastermind.png"
			]
		},
		{
			"name": "Antipaladin",
			"source": "GMG",
			"page": 247,
			"_copy": {
				"name": "Villains",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Antipaladin",
								"entries": [
									{
										"type": "pf2-sidebar",
										"name": "SERVANTS OF DESTRUCTION",
										"source": "GMG",
										"page": 247,
										"entries": [
											"Antipaladins are the polar opposite of paladins: chaotic evil warriors devoted to destruction. Much like champions of good, they must follow a code. Their code exhorts evil and prohibits selfless acts. Antipaladins usually serve {@deity Lamashtu}, {@deity Rovagug}, or demon lords. Many antipaladins used to be champions of good and seek to destroy their former faiths."
										]
									},
									"There is perhaps nothing more anathematic to peace than an antipaladin. Dedicated holy warriors to the darkest and foulest of deities, antipaladins work to fulfill the vile wishes of their evil masters. The zeal with which they implement the plans of dark gods makes them truly fearsome foes for anyone allied with the forces of good."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/NPCs/Villain_Antipaladin.png"
			]
		},
		{
			"name": "Despot",
			"source": "GMG",
			"page": 248,
			"_copy": {
				"name": "Villains",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Despot",
								"page": 248,
								"entries": [
									"Despots live to amass and exploit power over others."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Reckless Scientist",
			"page": 248,
			"source": "GMG",
			"_copy": {
				"name": "Villains",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Reckless Scientist",
								"page": 248,
								"entries": [
									{
										"type": "pf2-sidebar",
										"name": "ALTER EGO MUTAGEN",
										"source": "GMG",
										"page": 248,
										"entries": [
											"A reckless scientist may have a special mutagen with a 1-round onset that transforms them into another specific NPC or monster of their level, with the same duration as other mutagens. All statistics change, though HP changes only if the new maximum HP is lower than the scientist's current HP."
										]
									},
									"It's the reckless scientist's job to break the rules of reality, no matter the cost."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/NPCs/Villain_RecklessScientist.png"
			]
		},
		{
			"name": "Gang Leader",
			"source": "GMG",
			"page": 249,
			"_copy": {
				"name": "Villains",
				"source": "GMG",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "GANG LEADER",
								"entries": [
									{
										"type": "pf2-sidebar",
										"name": "GANG STRUCTURE",
										"source": "GMG",
										"page": 249,
										"entries": [
											"A gang leader might run a gang, but several other NPCs in this chapter make for good gang members. A gang of significant size typically has a pyramid structure so that only a few members report directly to the boss and it's harder to link crimes directly to those in charge if someone gets arrested."
										]
									},
									"Cutthroats, killers, thieves, and toughs prey upon the vulnerable of society. Directing their activities and keeping them in line are the duties of the gang leader"
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/NPCs/Villain_GangLeader.png"
			]
		}
	]
}
